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    1. COThere might be some sort of security problem where the other .as is not accepted by `SoundMixer.computeSpectrum(bytes, true, 4);` so the animation just when sound is played by another .as file. One solution would be to combine all my .as to the main class, but that's a huge job for me and sounds very stupid. I just want to computeSpectrum in one .swf, all sound is produced in one and same .swf! How to pass (or mix) audio bytes between classes?
      singulars
    2. COI could now debug it further: If I play a sound on the same .as where the .computeSpectrum is, animation works even online. So it was not a problem with animation stopping, it is a problem where the sound ByteArray from another .as doesn't pass on properly (strange that there is a difference whether doing Test movie or online). So, this `bytes = new ByteArray();` is where it probably goes wrong. That works if the `Sound.play();` is on same script, but how to get that working if the sound is coming from another .as?
      singulars
    3. COI don't know what is relevant to paste here.. What I do notice is that if I simply comment out 1: mysound.play(pos) or 2: sndarray[current].play(), which are what happens if buttons 1 or 2 are pressed, that completely removes the problem. Then I can still enjoy the animation on a live website after pressing the buttons. But of course then no sound at all. So I've pinned it down to .play(). The animation is a .computeSpectrum thing, 3D reacting to sound. Note that it does work perfectly when offline, on Test movie.
      singulars
 

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