Does it work when you try it as Test Movie when set to Flash Player 10 (instead of iOS)? I would have some doubts about (root as MovieClip) working inside an iOS app.
When using "Test Movie" with "Air for iOS" it uses Flash Player 10.2 automatically. But I did try setting it to "Flash Player 10.2" (also tried 10 & 10.1) but the problem is the same.
The (root as MovieClip) works fine actually, I have the game up and running on iPhone 4 and 3GS without any problems with the (root as MovieClip).
I get no error message nor any other problems, only that it picks this sound clip up from a future scene and starts looping it. The wierd thing is that many buttons do this, but their script are simple and straight forward.
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Hello Dan. I saw your post while searching a solution to a similar problem.
As it seems, there is some kind of internal player error concerning nested movieclips of >2 levels, containing any sort of sound on a layer (even a stop event!).
So, after multiple attempts trying to understand the exact nature of the problem, my conclusion is that the only way to prevent a sound nested in a movieclip that is more than 2 levels deep from playing when the parent movieclip loads, is to transfer the containing movieclip out until it is <3 levels deep.
Attempts to stop the sound, start it from the second frame, etc, didn't seem to work.
This was the only way.
Hope you or someone else find this useful.
Great response! I'm glad you wanted to share the discoveries you made about this issue! It will definetly help me in the future as much as it did now:)