Pause Sound not working correctly

Hi guys,
I'm using a version of the pause sound code found on the adobe/help page, but it's not resuming the sound from the pausePoint.  I have the pause/play function tied to the stage so that my external swfs pause as well.  Here's a clip of my code,
This is the load audio with swf part:
var fl_Loader_5:Loader;
var fl_ToLoad_5:Boolean = true;
var channel:SoundChannel = new SoundChannel();
var snd:Sound = new Sound();
var req_1:URLRequest = new URLRequest("audio/Introduction.mp3");
introductionButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_5);
function fl_ClickToLoadUnloadSWF_5(event:MouseEvent):void
  SoundMixer.stopAll();
  fl_Loader_5 = new Loader();
  fl_Loader_5.load(new URLRequest("captivate/Introduction.swf"));
  parent.addChild(fl_Loader_5);
  fl_Loader_5.x = 100;
  fl_Loader_5.y = -288;
snd.load(req_1);
  channel = snd.play();
  fl_Loader_6.unloadAndStop();
  fl_Loader_7.unloadAndStop();
  fl_Loader_8.unloadAndStop();
  fl_Loader_9.unloadAndStop();
  fl_Loader_10.unloadAndStop();
  introductionButton.removeEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_5);
This is the stage pause and audio pause part:
flash.system.Security.allowDomain("*");
ExternalInterface.marshallExceptions = true;
var originalFrameRate:uint = stage.frameRate;
var standbyFrameRate:uint = 0;
function toggleAllClips(doAnim, mainMC) {
if ( parent is MovieClip){
  if (doAnim) {
parent.stage.frameRate = originalFrameRate;
channel = snd.play(pausePosition);
  } else {
var pausePosition:int = channel.position;
channel.stop();
parent.stage.frameRate = standbyFrameRate;
  for (var i = 0; i<mainMC.numChildren; i++) {
   toggleAllClips(doAnim, mainMC.getChildAt(i));
How do I better target the pausePoint? Do I need an equation or should I reposition the code?
Also, the first time the stage resumes and the audio restarts from the beggining, it doesn't stop on the next pause and then a second audio track comes in on the following resume, on and on.  What gives?

FOUND IT!!! A co-worker and I set down with your new code and brainstormed and it came down to adding another instane of the "currentSound = null;"  Here's that section of the code adjusted :
var originalFrameRate:uint = stage.frameRate;
var standbyFrameRate:uint = 0;
var pausePosition:int;
function toggleSound(b:Boolean):void{
if(b){
  channel = currentSound.play(pausePosition);
  pausePosition = 0;
} else {
  pausePosition = channel.position;
  channel.stop();
function toggleAllClips(doAnim, mainMC) {
if (parent is MovieClip){
  if (doAnim) {
parent.stage.frameRate = originalFrameRate;
channel = currentSound.play(pausePosition);
pausePosition = 0;
currentSound = null;
  } else {
pausePosition = channel.position;
channel.stop();
parent.stage.frameRate = standbyFrameRate;
  for (var i = 0; i<MovieClip.(parent.parent.parent.mainMC).numChildren; i++) {
   toggleAllClips(doAnim, parent.getChildAt(i));
I had assumed that nulling out any of the references to the original snd_1 would kill all the audio, but it didn't, it just stopped the duplicate.  Here's all of my code in case anyone has the same issue:
Header 1
import flash.display.Loader;
import flash.display.MovieClip;
import flash.utils.setTimeout;
import com.adobe.captivate.flash.rdSound;
import com.adobe.captivate.events.*;
import flash.display.Sprite;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLLoader;
import flash.net.URLRequest;
stop();
var fl_Loader:Loader = new Loader();
var fl_ToLoad:Boolean = true;
parent.addChild(fl_Loader);
fl_Loader.x = 100;
fl_Loader.y = -288;
var channel:SoundChannel = new SoundChannel();
var snd_1:Sound = new Sound();
var snd_2:Sound = new Sound();
var snd_3:Sound = new Sound();
var snd_4:Sound = new Sound();
var snd_5:Sound = new Sound();
var snd_6:Sound = new Sound();
var currentSound:Sound;
//SoundMixer.stopAll();
/*var req_1:URLRequest = new URLRequest("audio/Introduction.mp3");
var req_2:URLRequest = new URLRequest("audio/Safety.mp3");
var req_3:URLRequest = new URLRequest("audio/Compartments.mp3");
var req_4:URLRequest = new URLRequest("audio/Dual.mp3");
var req_5:URLRequest = new URLRequest("audio/Switch.mp3");
var req_6:URLRequest = new URLRequest("audio/Installation.mp3");*/
//channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
function soundCompleteF(e:Event):void{
currentSound = null;
SoundMixer.stopAll();
introductionButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_5);
function fl_ClickToLoadUnloadSWF_5(event:MouseEvent):void
  SoundMixer.stopAll();
  fl_Loader.load(new URLRequest("captivate/Introduction.swf"));
  snd_1.load(new URLRequest("audio/Introduction.mp3"));
  //channel = snd_1.play();
//currentSound = snd_1;
  //snd_2.close();
  //snd_3.close();
  //snd_4.close();
  //snd_5.close();
  //snd_6.close();
  if(channel.hasEventListener(Event.SOUND_COMPLETE)){
  channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
  channel=null;
  channel = snd_1.play();
  //snd_1.play();
  channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
    currentSound = snd_1;
    snd_2.close();
    snd_3.close();
    snd_4.close();
    snd_5.close();
    snd_6.close();
    introductionButton.removeEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_5);
safetyButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_6);
function fl_ClickToLoadUnloadSWF_6(event:MouseEvent):void
  SoundMixer.stopAll();
  fl_Loader.load(new URLRequest("captivate/Safety Considerations.swf"));
  snd_2.load(new URLRequest("audio/Safety.mp3"));
    channel = snd_2.play();
    currentSound = snd_2;
   if(channel.hasEventListener(Event.SOUND_COMPLETE)){
  channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
  channel=null;
  channel = snd_2.play();
  channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
    currentSound = snd_2;
    snd_1.close();
    snd_3.close();
    snd_4.close();
    snd_5.close();
    snd_6.close();
compartmentsButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_7);
function fl_ClickToLoadUnloadSWF_7(event:MouseEvent):void
  SoundMixer.stopAll();
  fl_Loader.load(new URLRequest("captivate/Compartments.swf"));
  snd_3.load(new URLRequest("audio/Compartments.mp3"));
    channel = snd_3.play();
    currentSound = snd_3;
   if(channel.hasEventListener(Event.SOUND_COMPLETE)){
  channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
  channel=null;
  channel = snd_3.play();
  channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
    currentSound = snd_3;
    snd_1.close();
    snd_2.close();
    snd_4.close();
    snd_5.close();
    snd_6.close();
dualButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_8);
function fl_ClickToLoadUnloadSWF_8(event:MouseEvent):void
  SoundMixer.stopAll();
  fl_Loader.load(new URLRequest("captivate/Dual Control Mechanism.swf"));
  snd_4.load(new URLRequest("audio/Dual.mp3"));
    channel = snd_4.play();
    currentSound = snd_4;
   if(channel.hasEventListener(Event.SOUND_COMPLETE)){
  channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
  channel=null;
  channel = snd_4.play();
  channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
    currentSound = snd_4;
    snd_1.close();
    snd_2.close();
    snd_3.close();
    snd_5.close();
    snd_6.close();
switchButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_9);
function fl_ClickToLoadUnloadSWF_9(event:MouseEvent):void
  SoundMixer.stopAll();
  fl_Loader.load(new URLRequest("captivate/Switch Machine Operation.swf"));
  snd_5.load(new URLRequest("audio/Switch.mp3"));
    channel = snd_5.play();
    currentSound = snd_5;
   if(channel.hasEventListener(Event.SOUND_COMPLETE)){
  channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
  channel=null;
  channel = snd_5.play();
  channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
    currentSound = snd_5;
    snd_1.close();
    snd_2.close();
    snd_3.close();
    snd_4.close();
    snd_6.close();
installButton.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_10);
function fl_ClickToLoadUnloadSWF_10(event:MouseEvent):void
  SoundMixer.stopAll();
  fl_Loader.load(new URLRequest("captivate/Installation and Adjustments.swf"));
  snd_6.load(new URLRequest("audio/Installation.mp3"));
    channel = snd_6.play();
    currentSound = snd_6;
   if(channel.hasEventListener(Event.SOUND_COMPLETE)){
  channel.removeEventListener(Event.SOUND_COMPLETE,soundCompleteF);
  channel=null;
  channel = snd_6.play();
  channel.addEventListener(Event.SOUND_COMPLETE,soundCompleteF);
    currentSound = snd_6;
    snd_1.close();
    snd_2.close();
    snd_3.close();
    snd_4.close();
    snd_5.close();
// This is a more "safe than sorry" setting, since multiple domains
// have entry into my site. Can be removed or hardcoded if you feel
// secure or insecure, as you see fit.
flash.system.Security.allowDomain("*");
// Throw any errors around to make sure somebody actually gets them.
ExternalInterface.marshallExceptions = true;
// This is not the most ideal way to toggle animations on and off, but
// it's thorough, generic, and simple. Iterate all movieclips within
// clip, shutting them down each in turn. A better, but much more tedious
// method would be to target specific clips using dotpath notation, telling
// each in turn to turn off or on depending on what we need.
// BUT this is just a demo, and what we're really interested in is the
// event-handling mechanism that actually calls this routine, and not the
// routine itself.
var originalFrameRate:uint = stage.frameRate;
var standbyFrameRate:uint = 0;
var pausePosition:int;
function toggleSound(b:Boolean):void{
if(b){
  channel = currentSound.play(pausePosition);
  pausePosition = 0;
} else {
  pausePosition = channel.position;
  channel.stop();
function toggleAllClips(doAnim, mainMC) {
if (parent is MovieClip){
  if (doAnim) {
parent.stage.frameRate = originalFrameRate;
channel = currentSound.play(pausePosition);
pausePosition = 0;
currentSound = null;
  } else {
pausePosition = channel.position;
channel.stop();
//SoundMixer.stopAll();
//currentSound = null;
parent.stage.frameRate = standbyFrameRate;
  for (var i = 0; i<MovieClip.(parent.parent.parent.mainMC).numChildren; i++) {
   toggleAllClips(doAnim, parent.getChildAt(i));
   //toggleSound(true);
/*function toggleSoundPause(currentSound, mainMC) {
if(currentSound){
if(pausePosition == 0){
  currentSound.play(pausePosition);
  pausePosition = 0;
} else {
  pausePosition = channel.position;
  channel.stop();
function animOn(e:*=null) {
toggleAllClips(true, parent.getChildByName("mainMC"));
toggleSound(true);
function animOff(e:*=null) {
toggleAllClips(false, parent.getChildByName("mainMC"));
toggleSound(false);
function injectPrep(e:*=null) {
try {
  ExternalInterface.addCallback("jsanimOn", animOn);
  ExternalInterface.addCallback("jsanimOff", animOff);
} catch (e) {
  trace(e);
function injectListeners(e:*=null) {
try {
  // Object/Embed ID of this movie needs to be inserted into the
  // JavaScript before we actually wrap and send it to the browser:
  var jsfix=js.toString().replace(/xxx/g, ExternalInterface.objectID);
  ExternalInterface.call(jsfix);
} catch (e) {
  trace(e);
// Using timeouts ensures the movie is actually done loading before
// these fire, helping compatibility for a few browser versions.
setTimeout(injectPrep,0);
setTimeout(injectListeners,100);
JAVASCRIPTS
JavaScript needs to be wrapped in a tag, a cdata, and a closure
function in order to be wrapped up and sent to the browser.
Note that an ActionScript function will replace all instances
of "xxx" with the actual ID used for this SWF.
We're battling some major bugs and crossbrowser idiosyncrasies
here:
1) In Internet Explorer the 'onblur' event is implemented
    incorrectly (as opposed to Firefox/Mozilla browsers). It is
    wrongly fired when focus is switched between HTML elements
    *inside* a window. As a result, we have to use onfocusout
    instead of onblur, and keep track of which element is active.
    If we focusout and the active element is not the previous
    active element, then we haven't actually "blurred" and dont
    want to trigger Flash.
2) Firefox has problems interpreting both getElementById and
    document["swf"] when dealing with "twicebaked" object/embeds.
    Adobe's method of finding the swf fails to address the fact
    that document["swf"] sometimes returns an array in this
    situation rather than an object ref, and getElementById
    sometimes confuses name and id.
3) When a window is created in Firefox, it doesn't actually have
    "focus" (event though it appears to) and therefore won't "blur"
    unless you actually click in it first, i.e if you open up a
    window, then immediately send it to the background, it never
    gets the command to halt the flash. So we have to explicitly
    focus the blasted thing to get it to work properly.
4) Because of irregularities caused by Ajax, the way browsers shut
    down, and other factors, there's a good chance our swf won't
    be there when a blur (or focusout) event occurs. Therefore we
    need an explicit check within the event handler itself.
5) Finally, we want to wrap everything inside a wrapper-closure
    function, to keep everything safe from being stepped on. Lucky
    us, we have to do this anyways to get everything to fit inside
    a single ExternalInterface.call event.
var js:XML = <script><![CDATA[
( function() {
  var active_element; // tracker for ie fix;
  var bIsMSIE = false;
  // Modified version of Adobe's code resolves a bug in FF:
  function getSWF(movieName) {
    if (navigator.appName.indexOf("Microsoft") != -1) {
      return window[movieName];
    } else {
      // Resolves a bug in FF where an array is sometimes returned instead of a
      // single object when using a nested Object/Embed.
      if(document[movieName].length != undefined){
        return document[movieName][1];
      return document[movieName];
  // Need to check for swf each time we try this because the swf may actually be gone
  // because of ajax or a window closure event. Prevents error dialog from popping up.
  // Future release should check for this condition and then remove the calling event
  // so it doesn't keep triggering.
  function animOff(){
    if (bIsMSIE && (active_element != document.activeElement)) {
      active_element = document.activeElement;
    } else {
      var logoThang = getSWF("xxx");
      if(logoThang){logoThang.jsanimOff();}
  function animOn(){
    if (bIsMSIE && (active_element != document.activeElement)) {
      active_element = document.activeElement;
    } else {
      var logoThang = getSWF("xxx");
      if(logoThang){logoThang.jsanimOn();}
  // Add the listeners. Hear ye, here ye.
  if (typeof window.addEventListener !== "undefined") {
    // Firefox, Mozilla, et al.
    window.addEventListener("blur", animOff, false);
    window.addEventListener("focus", animOn, false);
  } else if (typeof window.attachEvent !== "undefined") {
    // Internet Explorer
    bIsMSIE = true;
    window.attachEvent("onfocus", animOn);
// Another bug: window.onblur ALWAYS fires in IE, so
// we have to keep track of what we're clicking using
// another method:
active_element = document.activeElement;
document.attachEvent("onfocusout", animOff);
  // Necessary to trigger toggling in FF if the page hasn't actually been clicked in and the page
  // is sent to the background. Can be commented out if necessary, e.g. if you don't want the page
  // popping to the top or want focus to remain somewhere else like a form field.
// window.focus();
]]></script>;
Thanks you SOOO MUCH for your help.  There is no way I could have done this alone and now I have a better understanding about referencing vars.
Thanks,
Elena

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    Re: Function keys are not working correctly 

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