             var samplesWritten:int = 0;
             var leftSample:Number, rightSample:Number;
 
+            droppedAudioTime = (event.position / targetRate) - totalBufferedAudio;
             while (samplesWritten < audioBufferSize) {
 
                 if (audioBuffers.length == 0) {

                    }
                }
            }
        }
    }
}

                    // Out of data? Write some silence to round it out,
                    // and wait for the next set of data...
                    droppedAudio++;
                    starvedAudioTime += (audioBufferSize - samplesWritten) / 44100;
                    while (samplesWritten < audioBufferSize) {
                        event.data.writeFloat(0.0);
                        event.data.writeFloat(0.0);
