Tweens keep freezing at random, no garbage being collected

I am currently developing a simulator to run some xml files from a game called Tap Tap Revenge…

I have had a few complications with syncing the notes coming down, then I realized tweens would be the best way to go, so I chose them.

The problem is; the notes come down the screen. If there is any lag in performance, any note that is on the screen freezes on the spot, and the new notes come down, and stay in sync.

This is telling me it’s something to do with the tweens. The timeOuts I have set work fine for spawning notes at the right time, but the tweens are freezing on occasion, Im guessing because the timer for the tween keeps going, but flash does not notice it.

Any suggestions?

Here is the code for adding the notes:



var myTween:Tween;

var timeWindow = 1;
var timeArr:Number;
var typeArr:String;

var myDot:MovieClip;

setTimeout(addNotesToStage, timeArr*1000-timeWindow*1000, typeArr);
//The timeouts are set for each xml node, but in the end this is how it is added.

function addNotesToStage() {
    myDot = new dot_mc();
    addChild(myDot);
    myDot.addEventListener(Event.ENTER_FRAME, noteKiller);
    new Tween(
    myTween= new Tween(myDot, "y", null, s3.y, 370.6, timeWindow+.2, true);
    if (arguments[0] == 60) {
        myDot.tapper.gotoAndStop("red");
        myDot.x = s1.x;
        myDot.y = s1.y;
    }
    if (arguments[0] == 62) {
        myDot.tapper.gotoAndStop("green");
        myDot.x = s2.x;
        myDot.y = s2.y;
    }
    if (arguments[0] == 64) {
        myDot.tapper.gotoAndStop("blue");
        myDot.x = s3.x;
        myDot.y = s3.y;
    }
    //trace("Note: "+arguments[0]);
}