Onsoundcomplete; onload

Hi,
Maybe I am just having a mental block and can't see the wood
for the trees. The issue is that I am creating a sound object
inside a function, and start a sound playing. Then as long as I
address the sound object from inside other functions it works fine,
but not if I address it outside of one.
Here is the code:
quote:
var
currentSound=this.createEmptyMovieClip("mySoundShell",100000);
var mySound;
var moveScrubberInt:Number; // for a interval I am setting
later
function playAudio():Void {
mySound = new Sound(currentSound);
mySound.loadSound(contentArr[currentUnit][1][2], true);
mySound.start()
// get scrubber moving
moveScrubberInt = setInterval(moveScrubber, 100);
mySound.onLoad = function(success:Boolean) { // the code in
here does not get called at all
trace("on load"); /
var totalSeconds:Number = this.duration/1000;
var minutes:Number = Math.floor(totalSeconds/60);
var seconds = Math.floor(totalSeconds)%60;
if (seconds<10) {
seconds = "0"+seconds;
duration_txt.text = minutes+":"+seconds
mySound.onSoundComplete = function() { // the code in here
does not get called at all
clearInterval(moveScrubberInt);
mySound.loadSound();
timelineScrubber_mc.scrub_mc._x = 0;
but this code works fine:
quote:
//Pauses audio
var pos;
function pauseIt():Void
pos = mySound.position;
trace("^^^^^^^^^^^^^^^pauseIt^^^^^^^ pos: " + pos);
mySound.stop();
clearInterval(moveScrubberInt);
Where is my block? Or what is going on here?
I would be grateful for any hints?
Thanks,
Nik

Hi,
Thanks! Initialising the sound object outside the function
makes the onlaod adn onsoundcomplete work, but spoils the .position
resetting for my timeline scrubber display (this is ment to show
the posiiton of the playhead in the audio file so the user knows
how much of the soundfile has been played already.
It seems I can have either one or the other!
Is there a solution!
Nik

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    container._x = 0;
    container._y = 0;
    but3.onPress = function () {
    _root.createEmptyMovieClip("container", 1);
    loadMovie("banner3.swf", "container");
    container._x = 0;
    container._y = 0;
    but3.gotoAndStop(2);
    but.gotoAndStop(1);
    but2.gotoAndStop(1)

    use swapDepths() to move your main banner to a depth above
    your depth 1 loaded banners.

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