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Home/ Questions/Q 7727329
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T05:25:58+00:00 2026-06-01T05:25:58+00:00

I’m using greensock LoaderMax to load video files and sound files. I’ve copied as

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I’m using greensock LoaderMax to load video files and sound files. I’ve copied as much code as is available to me. A video (s9) is playing and at a certain percentage through the video, I need to play another sound.

if(s9.playProgress > .1) // This is what I can't get to work
{
    s12_sound.playSound(); //This sound won't play at .1 playProgress
}

s9.content.visible = true;

s9.playVideo();

stop();

s9.addEventListener(VideoLoader.VIDEO_COMPLETE, play_s9_loop); //This plays a video once s9 is done.

function play_s9_loop(event:Event):void
{
    s9.content.visible = false;
    s9_loop.content.visible = true;
    s9_loop.playVideo();
}

I’m guessing you just can’t do an if() on playProgress? Furthermore, I suck at AS3.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-01T05:25:59+00:00Added an answer on June 1, 2026 at 5:25 am

    You should be able to just listen for the INIT event on the video (which typically means it has loaded enough to determine the duration of the video) and then add an AS cue point.

    //...after you create your VideoLoader...
    myVideoLoader.addEventListener(LoaderEvent.INIT, initHandler);
    myVideoLoader.load();
    function initHandler(event:LoaderEvent):void {
        myVideoLoader.addASCuePoint( myVideoLoader.duration * 0.1, "myLabel" );
        myVideoLoader.addEventListener(VideoLoader.VIDEO_CUE_POINT, cuePointHandler);
    }
    function cuePointHandler(event:LoaderEvent):void {
        trace("Hit the cue point " + event.data.name);
        s12_sound.playSound();
    }
    

    Also make sure that you preload that s12_sound so that it’s ready to play when you need it. Otherwise, you can call playSound() all you want and it ain’t gonna happen 🙂

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