             activeEffectQueue = null;
             
             // Call stop on the currently playing set
-            var currentInstances:Array = queueCopy[currentSetIndex];
-            var currentCount:int = currentInstances.length;
-            
-            for (var i:int = 0; i < currentCount; i++)
-                currentInstances[i].stop();
+            if (currentInstances)
+            {
+                var currentInstances:Array = queueCopy[currentSetIndex];
+                var currentCount:int = currentInstances.length;
+                
+                for (var i:int = 0; i < currentCount; i++)
+                    currentInstances[i].stop();
+            }
 
             // For instances that have yet to run, we will delete them
             // without dispatching events.

        *   the beginning (playing effects with no duration or skipping,
        *   then playing and setting the appropriate playheadTime for 
        *   the correct child effect)
        *  
        *  @langversion 3.0
        *  @playerversion Flash 9
        *  @playerversion AIR 1.1
        *  @productversion Flex 3
        */
        // FIXME (chaase): handle startDelay     
        
        if (value < playheadTime)
        {
            // FIXME (chaase): Handle seeking back in time
            // idea: Maybe once we get playing a sequence in reverse

                    var startTime:Number = cumulativeDuration;
                    var endTime:Number = cumulativeDuration + 
                        instances[0].actualDuration;
                    if (childPlayheadTime < endTime)
                    {
                        finishWhenDone = false;
                        // These are the effects that should be active
