# AS3: SoundChannel problems

**URL:** <https://forum.kirupa.com/t/as3-soundchannel-problems/267782>\
**Category:** flash\
**Created:** [August 5, 2008, 5:10pm UTC](https://forum.kirupa.com/t/as3-soundchannel-problems/267782 "2008-08-05T17:10:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![FfanaticR](https://avatars.discourse-cdn.com/v4/letter/f/13edae/32.png) [@FfanaticR](https://forum.kirupa.com/u/FfanaticR)\
**Post date:** [August 5, 2008, 5:10pm UTC](https://forum.kirupa.com/t/as3-soundchannel-problems/267782/1 "2008-08-05T17:10:44Z")

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\*\*Anybody Encounter any problems with pausing and playing using the SoundChannel Object? Specifically resume time being different then the pause time? \*\*[however trace() statements confirm that my variable is the same in both my pause and play functions]

I’ve made multiple programs that played/paused music using your typical SoundChannel coding… using a pauseTime number to start the music again using the pauseTime = SoundChannel.position method. However these were all contained in 1 frame.

**I am curious if having more then one frame, or some other factor could be messing with the SoundChannel Class.**

I could put up some code, but to be honest it’s to the book normal with only play/pause functionality. It’s the exact same as every textbook and mp3 tutorial has suggested. **The only difference is that this code is on the first frame (bottom layer) of a movie thats 3000 frames long.**
