# Sound start problem

**URL:** https://forum.kirupa.com/t/sound-start-problem/250036
**Category:** Uncategorized
**Created:** [January 24, 2008, 7:48pm UTC](https://forum.kirupa.com/t/sound-start-problem/250036 "2008-01-24T19:48:00Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![gratrockstar](https://avatars.discourse-cdn.com/v4/letter/g/b9e5f3/32.png) [@gratrockstar](https://forum.kirupa.com/u/gratrockstar)
#### Post date: [January 24, 2008, 7:48pm UTC](https://forum.kirupa.com/t/sound-start-problem/250036/1 "2008-01-24T19:48:00Z")

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Hey gang,  
Quick question thats been driving me insane. I am trying to start a sound (intro.mp3) at a certain frame in an MC. The sound has been loaded from an external mp3 in a class already. All my other sounds work, but they are all triggered by events. Do i need to sync it to an event? Can i just use intro.start() on a specific frame in my mc? This is driving me crazy and is the LAST step for a poject for class ive been working on forever. Any help would be greatly appreciated. Thanks!  
Garrett  
PS… Here’s the important code snippets.

```auto

//Loading the sound
interfaceClass.prototype.gameSounds=function(){
intro= newSound();
intro.loadSound("intro.mp3", true);
}
//initializing the sounds
ui=new interfaceClass();
ui.gameSounds();
//AS on frame 115 of MC TitleAnim to start sound on sync with animation
ui.intro.start();

```

What am I doing wrong? The sound never starts where it should, and Im tearing my hair out. Help!
