Roll over button sound

Hello,
i'm trying to get a sound clip to play when rolling over the
buttons. I was trying to integrate the following function to my
actionscript file, but it ain't working. i have tried many
variations but no luck, any ideas?
thanks
Function:
this.addEventListener(MouseEvent.MOUSE_OVER, playSound);
function playSound(event:MouseEvent):void {
mySoundChannel = mySound.play();
var mySoundReq:URLRequest = new URLRequest("songsample.mp3");
var mySound:Sound = new Sound();
var mySoundChannel:SoundChannel = new SoundChannel();
mySound.load(mySoundReq);
Actionscript file code:
package {
import flash.display.*;
import flash.events.*;
import flash.net.*;
public class sieges extends flash.display.MovieClip{
var debug:Boolean=true;
public const SIEGE_LIBRE:int = 0;
public const SIEGE_SYSTEME:int = 1;
public const SIEGE_USER:int = 2;
var status:int = SIEGE_LIBRE;
// constructeur
public function sieges () {
if (debug) trace("siege:"+this.name);
this.addEventListener(MouseEvent.CLICK, siege_click);
this.addEventListener(MouseEvent.MOUSE_OVER, siege_over);
this.addEventListener(MouseEvent.MOUSE_OUT, siege_out);
siege_init();
// click sur un siege
function siege_click(event:MouseEvent):void {
if (debug) trace("siege_click");
if (this.status == SIEGE_LIBRE) {
user_reservation();
} else if (this.status == SIEGE_USER) {
siege_init();
this.parent.parent["durocher"].enleve_siege(this.name);
// over un siege
function siege_over(event:MouseEvent):void {
if (debug) trace("siege_over");
var request:URLRequest = new
URLRequest("/reservations/images/"+this.name+".jpg");
this.parent["photo"].scaleContent = true;
this.parent["photo"].addEventListener(IOErrorEvent.IO_ERROR,
ioErrorHandler);
this.parent["photo"].load(request);
event.target.alpha = .5;
function siege_out(event:MouseEvent):void {
if (debug) trace("siege_over");
event.target.alpha = 1;
function ioErrorHandler(e:Event):void {
public function siege_init() {
if (debug) trace("siege_init");
this.status = SIEGE_LIBRE;
gotoAndStop(1);
// reservation pour un usager
public function user_reservation () {
if (debug) trace("user_reservation");
this.status = SIEGE_USER;
this.parent.parent["durocher"].reserve_siege(this.name);
gotoAndPlay(10);
// reservation pour le systeme
public function system_reservation () {
if (debug) trace("syste,_reservation");
this.status = SIEGE_SYSTEME;
gotoAndPlay(5);
Actionscript file code

does playSound() called?

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    (If you *MUST* email me, don't LAUGH when you do so!)
    ==================
    http://www.projectseven.com/go
    - DW FAQs, Tutorials & Resources
    http://www.dwfaq.com - DW FAQs,
    Tutorials & Resources
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    Dan

    create a movieclip, put a stop() in frame one and add your "up" graphics, textfield etc put everything in its own layer.  create another keyframe on that timeline and label the frame "over" and add new keyframes only on the layers that will change.  ie, if the textfield doesn't change, don't put a keyframe on its layer.  likewise, for a "down" frame, if you want one.
    use instance names for everything in the movieclip that you want to control with actionscript.  ie, your textfield(s) will need instance name(s).  i usually use one textfield named tf.
    then use:
    btn1.tf.text = "test"
    btn1.addEventListener(MouseEvent.ROLL_OVER,overF);
    btn1.addEventListener(MouseEvent.ROLL_OUT,outF);
    btn1.addEventListener(MouseEvent.MOUSE_DOWN,downF);
    function overF(e:Event){
    // if you have another textfield here assign its text
    // likewise for other objects you want to change
    e.currentTarget.gotoAndStop("over");
    function outF(e:Event){
    // if you changed textfields in the other frames, reassign tf.text here
    e.currentTarget.gotoAndStop(1);
    function downF(e:Event){
    // if you have another textfield here assign its text
    e.currentTarget.gotoAndStop("down");

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