# Controlling sounds in loaded swf's

**URL:** <https://forum.kirupa.com/t/controlling-sounds-in-loaded-swfs/180197>\
**Category:** flash\
**Created:** [February 26, 2006, 7:41pm UTC](https://forum.kirupa.com/t/controlling-sounds-in-loaded-swfs/180197 "2006-02-26T19:41:52Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![jimhere](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/jimhere/32/137_2.png) [@jimhere](https://forum.kirupa.com/u/jimhere)\
**Post date:** [February 26, 2006, 7:41pm UTC](https://forum.kirupa.com/t/controlling-sounds-in-loaded-swfs/180197/1 "2006-02-26T19:41:52Z")

</div>

I’ve successfully implemented (as a test) [Kenny Bellew’s Pause Tutorial](http://kennybellew.com/tutorial/pause.htm), which basically stops a dynamically loaded soundObject, notes it’s position, then can re-play from that position.

What I’m having trouble with is the addressing (pathing) for the code, since pressing Pause in my movie should pause any of 12 different sounds spread over 4 loaded swf’s.

The Kenny B-based PAUSE button:

```auto

on (press) {
	if (pause != true) {
		playing = false;
		paused = true;
		stopped = false;
		a00SoundPosition = _root.demoContent.container_mc.alice.a00Sound.position/1000;
		_root.demoContent.container_mc.alice.a00Sound.stop("alicePart00sound");
	}
}

```

The Kenny B-based PLAY button:

```auto

on (press) {
	if (playing != true) {
		playing = true;
		paused = false;
		stopped = false;
		_root.demoContent.container_mc.alice.a00Sound.start(a00SoundPosition, 0);
	}
	_root.demoContent.container_mc.alice.a00Sound.onSoundComplete = function() {
	};
}

```

Can I legally add more than one paths to the button codes?

.
