On KeyUp change sprite and sound

I made something in Flash and it works fine. Now I am trying
to migrate it to Director.
I need to have six sprites on the stage.. they are avi's and
they loop. Each has a sound cast memebers associated with it. They
are designed to run in synch.
I would rather re do it from scratch in director thatn import
the swf.But my lingo and understanding of Director is kinda almost
zero.
I can get the mouseUp to change a sprite but I need key board
interactivity. And using key codes like (32) for spacebar etc
I need to adapt this very basic instruction
(The code is below)
to this... onKeyDown change sprite "myClipOne" to member ==
"myClipTwo"
and there is because there is a Play Sound behaviour attached
to the "myClipOne" sprite I also need this
on the same onKeyDown event to swap the sound from
"mySoundOne" to you guessed it "mySoundTwo"
Each of the movie sprites will have a bunch of keys
associated with it. And pressing keys just changes the avi and the
sound for each movie on the stage. Simple really but I am stuck
with it.
I need to use Director for this project and would be most
grateful for any help.
Cheers

Try something like:
on keyUp me
case _key.keyCode of
32:
sprite(1).member = member("myClipTwo")
sound(1).play([#member: member("mySoundTwo")])
36:
sprite(2).member = ...
sound(2).play([#member: member("...")])
-- other key codes listed as required
end case
end

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