# Play movie once sound has played

**URL:** <https://forum.kirupa.com/t/play-movie-once-sound-has-played/252132>\
**Category:** Uncategorized\
**Created:** [February 16, 2008, 12:20pm UTC](https://forum.kirupa.com/t/play-movie-once-sound-has-played/252132 "2008-02-16T12:20:22Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Divardo](https://avatars.discourse-cdn.com/v4/letter/d/6bbea6/32.png) [@Divardo](https://forum.kirupa.com/u/Divardo)\
**Post date:** [February 16, 2008, 12:20pm UTC](https://forum.kirupa.com/t/play-movie-once-sound-has-played/252132/1 "2008-02-16T12:20:22Z")

</div>

Hi,

I have a basic flash movie with a graphic that fades in to a keyframe. At this point the movie stops and a sound plays through actionscript coding (shown below). How do I set the movie to continue once the sound clip has finished? At the moment the movie continues once the audio starts playing.

```auto
stop();

    //Play Internal Sound Behavior
    if(_global.Behaviors == null)_global.Behaviors = {};
    if(_global.Behaviors.Sound == null)_global.Behaviors.Sound = {};
    if(typeof this.createEmptyMovieClip == 'undefined'){
        this._parent.createEmptyMovieClip('BS_daddy',new Date().getTime()-(Math.floor((new Date().getTime()) /10000)*10000) );
        _global.Behaviors.Sound.daddy = new Sound(this._parent.BS_daddy);
    } else {
        this.createEmptyMovieClip('_daddy_',new Date().getTime()-(Math.floor((new Date().getTime()) /10000)*10000) );
        _global.Behaviors.Sound.daddy = new Sound(this.BS_daddy);
    }
    _global.Behaviors.Sound.daddy.attachSound("daddy");
    if (true) {
        _global.Behaviors.Sound.daddy.start(0,1);
    }
    //End Behavior
    
play();

```

Thanks
