Positioning of external SWFs

SWF1 – VU Meter
SWF 2 – Slider
SWF 3 – Audio mixing console - loads two instances of SWF1 and 5 instances of SWF2 using Loader.
SWF4 – loads SWF3 at bottom of SWF4 using x/y coordinates.  The instances of SWF1 and SWF2 loading in SWF3 are positioned at x/y of SWF4, not SWF3.
I wish to make the instances of SWF1 and SWF2 in SWF3 dependant on the stage of SWF3 not SWF4.  How can I do this?

Thank you! That really helped.

Similar Messages

  • AS3: position external swf

    this is the code I'm using
    var request:URLRequest = new URLRequest("
    http://www.[yourdomain
    var loader:Loader = new Loader()
    loader.load(request);
    addChild(loader);
    It works, but I don't know how to position the external swf
    in a specific place
    In AS2 I was using the registration point for positioning,
    now I can't use this feature

    ok..10x...I'll have to search for more info about this...
    I forgot to mention I'm using AS3

  • Positioning External SWF in Flash

    I'm having a lot of trouble doing a simple positioning of an
    external SWF with AS3. I have a timeline animation that this
    external file plays in. It works but I can't get it to play in the
    right position.
    Thanks for any help you can give!
    The code I'm using is as follows. I tried:
    thisLoader.x = 500
    thisLoader.y = 500
    but it has no effect...

    I add the loader to the stage and it works fine. There is
    nothing in the
    docs about needing to create a movie clip first. --Tony
    "Joergen N" <[email protected]> wrote in
    message
    news:g7h8qm$9n4$[email protected]..
    > You positions thisLoader with thisLoader.x= etc, but you
    don't add
    > thisLoader to the stage. You only add thisMovieClip to
    the stage, so try
    > something like thisMovieClip.x= etc.
    >

  • Problem with volume handle and external SWF

    Hello I'm having 2 problems.
    The first is that when loading an external swf in my main SWF I get this in the output window:
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at audio_fla::list_1/frame1()
    at flash.display::Sprite/constructChildren()
    at flash.display::Sprite()
    at flash.display::MovieClip()
    at audio_fla::MainTimeline()
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at audio_fla::MainTimeline/frame1()
    But it still works. Its an mp3 player.
    The other problem is that the loaded SWF has a volume controller. When I test the external SWF by itself it works fine. When I load it on my main SWF when I start to drag the handle on my volume slider and MOUSE_UP outside the handle it still keep dragging the handle.
    The code of my main SWF is:
    import caurina.transitions.*;
    var _currentCategory:String = "";
    var percent:String = "";
    var loader = new Loader();
    loader.name="videoLoader";
    loadermc.visible=false;
    cat.addEventListener(MouseEvent.MOUSE_OVER, onOverCat);
    cat.addEventListener(MouseEvent.MOUSE_OUT, onOutCat);
    cat.addEventListener(MouseEvent.CLICK, onClickCat);
    btnback.addEventListener(MouseEvent.MOUSE_OVER, onOverCat);
    btnback.addEventListener(MouseEvent.MOUSE_OUT, onOutCat);
    btnback.addEventListener(MouseEvent.CLICK, onClickBack);
    cat.buttonMode = true;
    btnback.buttonMode = false;
    btnback.visible = false;
    function onOverCat(e:MouseEvent):void{
         Tweener.addTween(e.target, {alpha:.5 , time:.5});
    function onOutCat(e:MouseEvent):void{
         Tweener.addTween(e.target, {alpha:.25 , time:.5});
    function onClickBack(e:MouseEvent):void{
         loader.unloadAndStop();
         loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
         lcontent.visible = false;
         cat.visible = true;
         Tweener.addTween(cat, {alpha:1, time:1});
         btnback.buttonMode = false;
         btnback.visible = false;
         cat.buttonMode = true;
         toptxt.text = "SELECCIONE UNA CATEGORIA"
    function onClickCat(e:MouseEvent):void{
         lcontent.visible=true;
         cat.buttonMode = false;
         Tweener.addTween(cat, {alpha:0, time:1, onComplete:function(){
                                  cat.visible = false;                                                       
                                  btnback.buttonMode = true;
                                  btnback.visible = true;
                                       loaderTweenIn(e.target.name);
    function loaderTweenIn (c:String):void{
         var category:String = c+".swf";
         trace(category);
         loader.load(new URLRequest(category));
         loader.contentLoaderInfo.addEventListener (Event.COMPLETE, movieLoaded);
            loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, movieProgress);
    function ioErrorHandler(e:IOErrorEvent):void{
         trace("ioErrorHanlder: "+e);
    function movieLoaded(e:Event):void{
         trace("The movie has loaded");
         lcontent.addChild(loader);
         loadermc.visible=false;
    function movieProgress(e:ProgressEvent):void{
         loadermc.visible = true;
    //     percent=String(Math.floor(e.bytesLoaded / e.bytesTotal * 100)) + "%";
         trace("The movie is loading "+Math.floor(e.bytesLoaded / e.bytesTotal * 100));
    The code on my external SWF is:
    import caurina.transitions.*;
    volume_mc.slider_mc.buttonMode = true;
    var myXML:XML;
    var thb:Thbs;
    var myThumbs:XMLList;
    var totalThumbs:Number;
    var thumbHeight:Number=50;
    var i:uint = 0;
    var preloader:LoaderAnim;
    var yCounter:Number = 0;
    var container:MovieClip;
    var musicReq:URLRequest;
    var music:Sound = new Sound();
    var sc:SoundChannel;
    var currentSound:Sound = music;
    var pos:Number;
    var songPlaying:Boolean = false;
    var songlist:XMLList;
    var currentIndex:Number = 0;
    mc_sound.mute.visible=false;
    var xmlLoader:URLLoader = new URLLoader();
    ///////////////////////////PLAYLIST//////////////////
    function initMediaPlayer(e:Event):void{
         myXML = new XML(xmlLoader.data);     
         myThumbs = myXML.*;
         totalThumbs = myThumbs.length();
         trace("The total thumbs are "+totalThumbs);
         createContainer();
         callThumbs();
    xmlLoader.load(new URLRequest("audio.xml"));
    function createContainer():void{
         container = new MovieClip();
         list.ch.addChild(container);
         container.y = 0;
         container.x = 0;
         container.buttonMode = true;
    function onOver(e:MouseEvent):void{
         var t:Loader = Loader(e.target);
         Tweener.addTween(t, {alpha:.5, time:1});
    function onOut(e:MouseEvent):void{     
         var t:Loader = Loader(e.target);
         Tweener.addTween(t, {alpha:1, time:1});
    function callThumbs():void{
              var thumbURL = myThumbs[i].@thumb;
              var thumbTitle:String = myThumbs[i].@title;
              var thumbDesc:String = myThumbs[i];
              trace("Loading "+thumbURL);
              trace("Title "+thumbTitle);
              trace("Desc "+thumbDesc);
              var thumbLoader = new Loader();
              thumbLoader.load(new URLRequest(thumbURL));
              thumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, thumbLoaded);
              thumbLoader.name=i;
              thumbLoader.x=5;
              thumbLoader.y=5;
              thb = new Thbs();
              container.addChild(thb);
              thb.thb_title.htmlText = thumbTitle;
              thb.thb_desc.autoSize = TextFieldAutoSize.LEFT;
              thb.thb_desc.htmlText = thumbDesc;
              thb.y = (thumbHeight+2)*yCounter;
              preloader = new LoaderAnim();
              preloader.x = thb.x + 20;
              preloader.y = thb.y+ 20;
              container.addChild(preloader);
              yCounter++;
    function thumbLoaded(e:Event):void{
         var thbx:Loader = Loader(e.target.loader);
         thb.addChild(thbx);
         thbx.addEventListener(MouseEvent.MOUSE_OVER, onOver);
         thbx.addEventListener(MouseEvent.MOUSE_OUT, onOut);
         container.removeChild(preloader);
         i++;
         if (i<totalThumbs){
              callThumbs();
         if (i==totalThumbs){
              startAudio();
    xmlLoader.addEventListener(Event.COMPLETE, initMediaPlayer);
    ///////////////////////////////////////AUDIO//////////////////////////
    function startAudio():void{
         songlist = myXML.*;;//this is the same as myXML.*;
         trace("This is the first song "+songlist[0].@song);
         musicReq = new URLRequest(songlist[0].@song);
         music.load(musicReq);
         sc = music.play();
         sc.addEventListener(Event.SOUND_COMPLETE, nextSong);     
    next_btn.addEventListener(MouseEvent.CLICK, nextSong);
    prev_btn.addEventListener(MouseEvent.CLICK, prevSong);
    pause_btn.addEventListener(MouseEvent.CLICK,pauseSong);
    stop_btn.addEventListener(MouseEvent.CLICK,stopSong);
    function nextSong(e:Event):void
         if (currentIndex < (songlist.length() - 1))
              currentIndex++;
         else
              currentIndex = 0;
         var nextReq:URLRequest = new URLRequest(songlist[currentIndex].@song);
         var nextTitle:Sound = new Sound(nextReq);
         sc.stop();
         sc = nextTitle.play();
         songPlaying = true;
         currentSound = nextTitle;
         sc.addEventListener(Event.SOUND_COMPLETE, nextSong);
    function prevSong(e:Event):void
         if (currentIndex > 0)
              currentIndex--;
         else
              currentIndex = songlist.length() - 1;
         var nextReq:URLRequest = new URLRequest(songlist[currentIndex].@song);
         var prevTitle:Sound = new Sound(nextReq);
         sc.stop();
         sc = prevTitle.play();
         songPlaying = true;
         currentSound = prevTitle;
         sc.addEventListener(Event.SOUND_COMPLETE, nextSong);
    function pauseSong(e:Event):void
         pos = sc.position;
         sc.stop();
         songPlaying = false;
         play_btn.addEventListener(MouseEvent.CLICK,playSong);
    function playSong(e:Event):void
         if(songPlaying == false)
              sc = currentSound.play(pos);
              sc.addEventListener(Event.SOUND_COMPLETE, nextSong);
              songPlaying = true;
              play_btn.removeEventListener(MouseEvent.CLICK,playSong);
    function stopSong(e:Event):void
         sc.stop();
         pos = 0;
         songPlaying = false;
         play_btn.addEventListener(MouseEvent.CLICK,playSong);
    ///////////////////////////////VOLUME/////////////////////////////
    var xOffset:Number;
    var xMin:Number = 0;
    var xMax:Number = volume_mc.track.width;
    volume_mc.slider_mc.addEventListener(MouseEvent.MOUSE_DOWN, sliderDown);
    volume_mc.slider_mc.addEventListener(MouseEvent.MOUSE_UP, sliderUp);
    stage.addEventListener(MouseEvent.MOUSE_UP, sliderUp);
    function sliderDown(e:MouseEvent):void{
         stage.addEventListener(MouseEvent.MOUSE_MOVE, sliderMove);
         xOffset = mouseX - volume_mc.slider_mc.x;
    function sliderUp(e:MouseEvent):void{
         stage.removeEventListener(MouseEvent.MOUSE_MOVE, sliderMove);
    function sliderMove(e:MouseEvent):void{
         volume_mc.slider_mc.x = mouseX - xOffset;
         if(volume_mc.slider_mc.x<=xMin){
              volume_mc.slider_mc.x = xMin;
         if(volume_mc.slider_mc.x>=xMax){
              volume_mc.slider_mc.x = xMax;
         var vol:Number = volume_mc.slider_mc.x*.01;
         var st:SoundTransform = new SoundTransform(vol,0);
         sc.soundTransform = st;
         trace("The volume is "+vol);
         if(vol==0){
              mc_sound.mute.visible=true;
         }else{
              mc_sound.mute.visible=false;
         e.updateAfterEvent();

    I found the solution.

  • Loading an external swf with coordinates

    I am using a simple loadMovieNum("movie2.swf",1); to load an
    external swf into my current swf (movie1). I would like to position
    movie2.swf within movie1. I'm sure I need to convey the x,y
    coordinates, but I am not sure where to start. Any help would be
    appreciated.

    It isn't creating it on the fly.
    Insert a new symbol and give it the instance name
    placeholder_mc. Drag that onto your timeline and scale it so that
    it is the exact same size as your external swf. Then just align the
    empty movie clip on the stage where you want to align the external
    swf.
    loadMovie("external.swf",_root.placeholder_mc);
    This just tells it "Okay, take this external flash file, and
    stick it INTO that empty movieclip"

  • Load external swf in Flash file...

    I am a beginner using flash. I only ask that those answering this question assume that I have no knowledge of flash (because I probably don't) and answer accordingly. I do have a grasp of ActionScript 3 so I can follow much of that. That said...the question:
    I have recently learned how to load an external swf inside another swf. What I'm trying to figure out is how to position the swf file precisely where I want it (I am making a flash GUI). How do I do this?

    Assign the desired x and y location properties for the Loader...
    var ldr:Loader = new Loader();
    ldr.x = 100;
    ldr.y = 100;
    addChild(ldr);
    ldr.load(new URLRequest("your.swf"));

  • Loading External SWF - Problem

    Hi,
    Using MovieClipLoader I want to load external SWFs - and it
    is working fine
    if external swf doesn't have anything outside it's stage,
    otherwise it shows
    everything - that's the problem.
    For example, external swf's stage dimensions are 100x150, but
    it has some
    timeline animation (some objects scrolling through the stage,
    some bouncing
    text animation that sometimes goes off-stage, etc..).
    So when I load this external movie (banner.swf), I can see
    all these objects
    that were bouncing outside this 100x150 area (the stage of
    banner). Even
    more - the size of loaded movie is larger than 100x150px
    (because of these
    off-stage objects that are now visible). This way I'm getting
    positioning
    problems, too.
    var mcl:MovieClipLoader = new MovieClipLoader();
    mcl.loadClip("banner.swf", holder);
    mcl.addListener(listener);
    holder._x = Stage.width/2 - holder._width/2;
    holder._y = Stage.height/2 - holder._height/2;
    Thanks in advance,
    B.

    Hi kglad,
    Does doing that takes only into account width and height of the stage, or also considers off stage items (as in the initial question)?
    I am also looking at this issue and we can't have all the content providers modify their pre-existing flash applications to be displayed in the appropiate scale. We are looking to any of the following:
    find a way to get adobe air/flash to not consider the off stage elements on the width/height we set to the movie.
    find a way to get the stage size from the external movie and use that to auto calculate the resize needed.
    any other alternative that allows to have the same end result, which is loading up the external content at the size we specify and displaying well. We can actually hide content outside the stage, but we still need to know the appropiate scale / size to apply to the movie so what's visible matches the are where we want to show the content.

  • Loading external swf in a scrollpan

    Hello everyone.
    I have an issue that I am hoping someone can help me with.
    I am displaying an external diagram picture (swf) in a main
    scroll pan using AS2.0. I want to load some external objects (swf)
    on top of the diagram from another object scroll pan.
    My problem is when I am drag & drop the object from
    object scroll pan to main scroll pan the diagram picture get
    disappears. Please check following code.
    When I am loading the external swf object then the scroll pan
    is just loading 1 object at a time and not allowing to move the
    object.
    The external objects are not working so I have also tried
    with internal library, So when I am loading the objects from
    internal library then also it is removing the diagram.
    I appreciate any help.
    Thanks!
    Alvin

    well sorry alvin - but I'm afraid there are several things
    wrong here. most prevalent are:
    1) in the Controls statement - the 'position' var should be
    an initObject
    2) Arrays in Flash are not associative in type and are
    'ordered' arrays - you cannot specify a 'string' in the index
    accessor and this must be a number
    a few other things as well but these are the biggest issues.

  • Positioninig External SWF in Flash

    I'm having a lot of trouble doing a simple positioning of an
    external SWF with AS3. I have a timeline animation that this
    external file plays in. It works but I can't get it to play in the
    right position.
    Thanks for any help you can give!
    The code I'm using is as follows. I tried:
    thisLoader.x = 500
    thisLoader.y = 500
    but it has no effect...

    I add the loader to the stage and it works fine. There is
    nothing in the
    docs about needing to create a movie clip first. --Tony
    "Joergen N" <[email protected]> wrote in
    message
    news:g7h8qm$9n4$[email protected]..
    > You positions thisLoader with thisLoader.x= etc, but you
    don't add
    > thisLoader to the stage. You only add thisMovieClip to
    the stage, so try
    > something like thisMovieClip.x= etc.
    >

  • What is or isn't possible on iOS?  (Not having Loader, loadBytes(), external swfs, etc)

    My basic question is:  "What are the classes which we should not use for iOS using the packager."
    I have been trying for a few days trying to get a simple Flash app to run on the iPad.  A very simple app (with sound!) with just 2 classes works fine (Performance is a whole other issue.  We will get to that).  But if I try anything else, all I get is a white/black screen on the iPad.  So it would be really nice to know what classes, functions, etc we CANNOT use for the Packager.
    I have fairly simple app (not as simple as 2 classes) which loads some art assets via URLRequest/Loader, puts them on the stage.  Fairly common standard practice in AS3.
    I've read about not able to load an external file using the Packager.  So to fix the situation of loading assets, I have looked into the [embed] tag, which seems to work.  I hope the blogger doesn't mind, but this page is an excellent source on what works and doesn't work with the [embed] tag in it's various flavors:  http://www.richardleggett.co.uk/blog/index.php/2010/03/08/flash_builder_and_flash_pro_asse t_workflows.  For example, AS3 in a swf is stripped out from an external swf using [embed].
    The best way to load an external swf file for iOS seems to be using [embed] with "application/octet-stream" and load the swf through ByteArray (Option #4 in the link above).  This works great on the PC.  HOWEVER, on iPad, it fails.  The [embed] tag works on the iPad with the other ways, so my guess is that loadBytes() does not work.  Is this true Adobe/Flash guys?  Can you confirm this?
    My initial question is "why is this not allowed on iOS?".  If it is because of the fact that it uses a Loader, can it be changed so it's not using a Loader to construct a MovieClip?  I have a ByteArray with the raw swf/MovieClip data.  Why can't I construct a MovieClip from it without going through Loader?
    This loadBytes() failure seems to be the only thing preventing me from using the normal pipeline of Flash development in loading external assets.  If there are other ways people have found, please share!
    Now on to performance.  Adobe, can you post some examples/samples of code which runs at decent performance?  Like a "tech demo" of what is possible using the Packager running on iPad/iPhone.  That would be extremely helpful for everyone.  I have done a lot of the optimizing suggestions on various sites and pages ( and by Adobe http://www.adobe.com/devnet/flash/articles/optimize_content_ios.html), but I am not seeing the 30 fps performance that is MORE than possible on iPhone/iPad.  Displaying and moving around Bitmaps (I don't use any vector graphics) should be blazing fast.  Quake runs on iPad without any problems and that code is 10 years old.  Moore's law dictates that drawing Bitmaps using CPU should be faster than a 3D engine written 10 years ago...  I am trying out the new iOS 4.2 which is supposed to be "significantly" better, but I am still stuck on loadBytes().
    So at this point, I am blocked on loadBytes() and my performance for a simple app which draws a few Bitmaps and MovieClips is terrible.  I am hopeful some people out there have figured out some solution (there are lots of clever people out there) and I will stumble on to something.  But being forced to go native Objective-C seems to be my only option at this point.
    In summary, here are the questions I would like to ask the Adobe/Flash group for some more help/information/advise:
    - Why is Loader not allowed on iOS?  Is it a technical limitation of the hardware/os/Flash?  Will it never be supported?  What is the future of this class on iOS?
    - Why is loadBytes() not allowed on iOS?  I have the raw embedded data in memory.  I don't need to make a remote call so security should not be an issue.  Can I create a MovieClip without using Loader?
    - Why is AS3 stripped from the timeline when a Symbol is retrieved using [embed]?  Maybe this is the same reason loadBytes() fails, but if I could use [embed] and get a copy of the Symbol, that is what I need.  (There are issues with the mx.core.MovieClipLoaderAsset/Asset, but it is better than being blocked by loadBytes())
    - What are some apps you guys have written that we can use to compare PC vs iOS?  Again, a "tech demo" or sample code of what you as experts in Packager for iOS have done which runs at decent framerate (30+fps) would be of tremendous help.  If the Adobe/Flash group hasn't gotten the current Packager for iOS to handle more than 50+ 2D Bitmaps on screen running at 30+fps, that would be good to know.  Please let us know what the experts and owners of your software are capable of getting the most throughput using the Packager.  I'd hate to sound a bit fed up/angry, but I think you are wasting a lot of people's time and energy with a piece of software that, to me, seems like it was a bit early to release.  Flash can do some great things.  If it can do it on iOS, even better.  But PROVE it to us that it's possible, before having your customers run into barriers imposed on us by trial and error.
    Thanks.

    I have hardly ever seen a post here from someone at Adobe, so you may need to be patient.
    Read this article, and get its associated demo files, to see some good performing tech demos:
    http://www.adobe.com/devnet/flash/articles/optimize_content_ios.html
    Back to your main point, loaders are working, what isn't working for you is accessing of things in the library of a successfully loaded swf, that have been set to Export for ActionScript. That means that the swf you have loaded has an ActionScript Class, to represent the library symbol. iOS Flash apps are native ARM code, and don't include the virtual machines that a browser plugin has, and so it's not able to interpret ActionScript. That may be why it would fail.
    Now, I can think of at least a couple of reasons why you might want to have external swfs with elements that you want to reuse in the main swf. One would be if you're intending to make a lot of them, like say if you wanted to have an Asteroids game and the ability to use artwork from a set of different swfs. Another reason might be if you want to skin your interface, by taking specific elements from the loaded swf and using them in the main swf. That way you could have artists preparing those swfs for you, and you just include them in your package, and load the one you want.
    There is a way to do either of those things. The second one can be done by having the item as a named symbol on the stage of the loaded swf. With a to-be-loaded swf named "inner.swf", that has a movieclip on its stage named "mc1", this script in the main swf would load that external swf and use its symbol on the main swf's stage, without having to make the inner swf's symbol use ActionScript:
    var req:URLRequest = new URLRequest("inner.swf");
    var ldr:Loader = new Loader();
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded);
    ldr.load(req);
    function loaded(e:Event) {
    var mc:MovieClip = e.target.content as MovieClip;
    var innermc:* = mc.mc1;
    innermc.x = 50;
    innermc.y = 50;
    addChild(innermc);
    For the other case, you can take the item off the stage of the loaded swf and draw it into a bitmapdata, and then make as many bitmaps from that as you like. Here's the above example, only it adds the original movieclip to the main swf stage, and also creates a bitmap that looks the same:
    var req:URLRequest = new URLRequest("inner.swf");
    var ldr:Loader = new Loader();
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded);
    ldr.load(req);
    function loaded(e:Event) {
    var mc:MovieClip = e.target.content as MovieClip;
    var innermc:* = mc.mc1;
    innermc.x = 50;
    innermc.y = 50;
    addChild(innermc);
    var bmd:BitmapData = new BitmapData(innermc.width,innermc.height);
    bmd.draw(innermc);
    var bm:Bitmap = new Bitmap(bmd);
    bm.x = 150;
    bm.y = 150;
    addChild(bm);
    So, the thing to learn is that a native ARM code application does not have an ActionScript interpreter in it, and if you need to do something that normally requires interpreting ActionScript, find another way to do it.

  • Unable to load external swf which has runtime sharing with another swf.

    Hi,
    I am getting issues on loading external swf say "importer.swf" file into another swf file say "loader.swf" for second time like
    ReferenceError: Error #1065: Variable testSymbol is not defined. VerifyError: Error #1014: Class testClass could not be found.
    at global$init()
    In the external swf "importer.swf", i am trying to import the symbol "testSymbol" from another swf file say "exporter.swf", which exports through runtime sharing option for the symbols.
    I am having some buttons in loader.swf file and on each button click i am loading different swf files into the loader.swf after unloading the previous one.
    I am able to load and unload different swf files but unable to load the importer.swf file which is sharing symbols from external swf and that too for the second time i.e., when i click the button twice.
    When trying to debug with flash debugger, all the other swf files are being unloaded before loading of another swf but the swf which is sharing symbols/classes with another swf is not getting unloaded.
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    Attemping to launch and connect to Player using URL D:\runtime issue\loader.swf
    [SWF] D:\runtime issue\ loader.swf - 8181 bytes after decompression
    [SWF] D:\runtime issue\example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    [SWF] D:\runtime issue\importer.swf - 441708 bytes after decompression
    [SWF] D:\runtime issue\ example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\ example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    ReferenceError: Error #1065: Variable xxxxxx is not defined.
    Debug session terminated.
    Code i am using
    b1.addEventListener(MouseEvent.CLICK, b1Clicked);
    b2.addEventListener(MouseEvent.CLICK, b2Clicked);
    var ldr:Loader;
    function b2Clicked(e:MouseEvent)
        if(ldr != null)
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        ldr = new Loader();
        ldr.load(new URLRequest("importer.swf"));
        addChild(ldr);
    function b1Clicked(e:MouseEvent)
        if(ldr != null)
            ldr.unloadAndStop(true);
        ldr = new Loader();
        ldr.load(new URLRequest("example.swf"));
        addChild(ldr);
    If i try to open the swf using IE, i am not getting any issues at all. But i need to open this loader.swf in a air application. Also when i use loaderContext for the loader instance i am able to get rid of this issue but i cant use it in my application.
    So, please help me in resolving this issue.
    Thanks

    I got my answer. I had to append the photo url to the 'movie' value of the javascript embed method. Like this:
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          ); //end AC code
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    Thanks,
    srb.

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    Thanks a lot to all of you in advance to help me.

    create one global sound variable
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