Sound load problems

Ciao!
I have problems in running a projector under win 7.
My projector load several SWF and each of them load different external MP3 that plays during the show.
Under Win 7 sometimes the sound (Mp3) stops.
Do you have any suggestion?
I, sorry form my english...

try:
//Path MP3
var pathMp3:String="../mp3/";
// Playlist file Audio
var arPlaylist:Array = new Array();
// variabile booleana per caricamento iniziale audio
arPlaylist.push("audio01.mp3");
arPlaylist.push("audio02.mp3");
arPlaylist.push("audio03.mp3");
arPlaylist.push("audio04.mp3");
arPlaylist.push("audio05.mp3");
arPlaylist.push("audioa06.mp3");
// Incremento - decremento volume
var deltaVol=5;
// Volume di default
var levelVolume:Number = 80;
// Inizializzo variabili per sapere audio in play e posizione
var numAudioPlaying:Number=-1;
var posAudioPlaying:Number=0;
// Movieclip Libreria di suoni.
// aSound è l'array che contiene tutti gli oggetti sound
// istanziati nelle mc mcHolder_?? contenute dento a mcSoundLib
// NON MODIFICARE
var mcSoundLib:MovieClip = this.createEmptyMovieClip("mcSoundLib", this.getNextHighestDepth());
var aSounds:Array = new Array();
for (var i = 0; i<arPlaylist.length; i++) {
var mcSnd:MovieClip = mcSoundLib.createEmptyMovieClip("mcHolder_"+i+1, i);
var sndRef:Sound = new Sound(mcSnd);
//trace(arPlaylist[i]);
sndRef.loadSound(pathMp3+arPlaylist[i], false);
aSounds.push(sndRef);
// Funzione che verifica se sono staticaricati i file e manda in
// esecuzione il primo della lista aSound[0]
function intervalCheckSoundLoaded() {
var refSlide = mcSlide;
objIntervalCheckSoundLoaded = new Object();
objIntervalCheckSoundLoaded.interval = function() {
var tmpSoundLoaded:Boolean = true;
for (var i = 0; i<1; i++) {
//trace(aSounds[i].getBytesLoaded()+" - "+aSounds[i].getBytesTotal());
if (aSounds[i].getBytesLoaded()<aSounds[i].getBytesTotal()) {
tmpSoundLoaded = false;
break;
if (tmpSoundLoaded) {
// Mando in play il file audio in prima osizione della lista
soundLoaded=true
playAudio(1);
delete (objIntervalCheckSoundLoaded);
} else {
//trace("Audio non ancora caricati");
setInterval(objIntervalCheckSoundLoaded, "interval", 20);
// Funzione che assolve e dissolve gli audio
function playAudio(num) {
var numAudioToStop = numAudioPlaying;
var numAudioToPlay = num-1;
aSounds[numAudioToPlay].setVolume(0);
aSounds[numAudioToPlay].start();
numAudioPlaying=numAudioToPlay;
objplayAudio = new Object();
objplayAudio.interval = function() {
var audioVol = aSounds[numAudioToPlay].getVolume();
if (audioVol<levelVolume) {
setVolumeAudio(numAudioToPlay, 5);
} else {
delete (objplayAudio);
stopAudio(numAudioToStop);
setInterval(objplayAudio, "interval", 400);
// Mette in stop audio
function stopAudio(numAudioStop){
var numAudioToStop = numAudioStop;
if (numAudioStop!=undefined){
numAudioToStop=numAudioStop;
}else{
numAudioToStop = numAudioPlaying;
objStopAudio= new Object();
objStopAudio.interval = function() {
var audioVolStop = aSounds[numAudioToStop].getVolume();
if (audioVolStop>0) {
setVolumeAudio(numAudioToStop,-deltaVol);
} else {
trace("stoppo audio num: "+numAudioToStop);
aSounds[numAudioToStop].stop();
posAudioPlaying=0;
setVolumeAudio(numAudioToStop, levelVolume);
delete (objStopAudio);
if (numAudioToStop>-1) {
setInterval(objStopAudio, "interval", 400);
function stopAllAudio(){
for (var i = 0; i<aSounds.length; i++) {
aSounds[i].stop();
numAudioPlaying=-1;
posAudioPlaying=0;
// Imposto volume oggetto Sound per assolvenza e dissolvenza
function setVolumeAudio(numAudio, val) {
aSounds[numAudio].setVolume(aSounds[numAudio].getVolume()+val);
// Imposta volume per tutti gli oggetti sound
function setVolume(val) {
levelVolume = val;
for (var i = 0; i<aSounds.length; i++) {
aSounds[i].setVolume(val);
// Mette in play audio in pausa
function setPlayAudio(){
aSounds[numAudioPlaying].start(posAudioPlaying);
// Mette in pause audio in play
function setPauseAudio(){
posAudioPlaying=Math.round(aSounds[numAudioPlaying].position/1000);
aSounds[numAudioPlaying].stop();
var soundLoaded:Boolean=false;
// richiamo funzione che verifica il caricamento audio.
intervalCheckSoundLoaded();
onEnterFrame = function() {
LB = getBytesLoaded();
TB = getBytesTotal();
PC = (LB/TB)*100;
//txtLoaded.text=PC+"%";
//movie._xscale=PC;
loaderbar.setbar(PC);
trace(soundLoaded);
if(TB>4 && PC == 100 && soundLoaded) {
delete onEnterFrame;
trace(soundLoaded);
gotoAndPlay("start_frame")

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