                         // reduce seek time by startTime; we will go ahead and
                         // seek into the now-playing animation by that much
                         playheadTime -= startDelay;
-                        _doSeek = false;
                         start();
                         startTime = _intervalTime - playheadTime;
                         doInterval();
+                        _doSeek = false;
                         return;
                     }
                 }

            startTime = _intervalTime - playheadTime;
        }
        doInterval();
    }

    /**

    // and current fraction
    private var startTime:Number;
    // Track number of times repeated for use by repeatCount logic
    private var numRepeats:int;
    // The amount of time that the animation should delay before
    // starting. This is set to a non-negative number only when
    // an Animation is paused during its startDelay phase
