Sync Sound with Clock?

Hello,
Basically I have this analogue clock all set up and working but I can't for the life of me figure out how to make a sound since with rotation
Here's the code I am using for the rotation:
var date:Date;
addEventListener(Event.ENTER_FRAME, refreshHour);
function refreshHour (event:Event):void{
  date = new Date();
  hour_mc.rotation = date.getHours()*30 + (date.getMinutes()/2);
  minute_mc.rotation = date.getMinutes()*6 + (date.getSeconds()/10);
  second_mc.rotation = date.getSeconds()*6 + (date.getMilliseconds()/(1000/6));
I am pretty much a complete beginner to AS3 so you might need to be precise when explaining things
Thanks in advance
Leon

I always like to leave a little homework for you. You know that every time the function runs the clock will be updated with the latest calculation. Although a Timer will initially wait the amount of delay you configure before firing off the function that sets the clock. So you should immediately call that function so the clock is set from the start, sending a dummy timer event.
e.g.:
handleTimer(new TimerEvent(TimerEvent.TIMER));
That will force the clock into position as soon as you run it.
As for counting seconds, you should make a new variable appropriately named, secondsUntilSound (or whatever you like). Since you always want it every 12 seconds no matter what the current time is, it'd be something like:
// in state
var secondsUntilSound:int = 12;
// ... in configuring the delay, setting to 1000ms
var clockTimer:Timer = new Timer(1000,0); // 1000ms = 1 second, repeat infinite
// ... in the handleTimer() function
if (secondsUntilSound-- <= 0)
     // 12 seconds went by, reset number of seconds
     secondsUntilSound = 12
     // play sound
     snd.play();
It's just doing the same thing the minute variable was, remembering 'state'. If you only want it to go off on every 12 seconds starting at zero (e.g. 0, 12, 24, 36, 48...) then you can adjust the logic to suit you, but that's your homework to try.

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