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Ok, I solved this problem by calling .rewind() on endSprite instead of on beginSprite so that it rewinds at the end of the first flash movie instance, instead of at the begining of the second. I still would like to know when I should call flash functions on a flash movie if I want to call them when the sprite enters the stage. Apparently, the flash handlers are not defined yet during "on beginSprite"
As you've discovered, #beginSprite is too early.
Some possibilites are to give Flash sprites a frame cycle before trying
to communicate with them, or to have Flash notify Director when it's
fully loaded. A common trick is to move the Flash sprite so that 1 pixel
of its corner remains on stage for a frame cycle - or until ready - and
then move it into position. It won't load or establish communication
with Director unless at least one pixel is on stage
Interesting trick. I'll have to remember that. When I started this director project, I was trying to be nice and organized, but it has become extremely messy with kludgy work arounds, when things haven't worked quite the way I expect them. Coming from an After Effects background, I still find the interface and design process much more intuitive than Flash.