Maybe try this:
var timeout;
$(window).resize(function() {
clearTimeout(timeout);
timeout = setTimeout(function() {
$('.phoneicon').jsMovie("destroy");
if( $(window).width() > 1501 ) {
$('.phoneicon').jsMovie({
sequence: 'phoneicon_#####.png',
folder : "images/Contact/PhoneIconPNG3/",
from: 0,
to: 63,
height:410,
width:551,
fps:29.97,
repeat:true,
});
$('.play').mouseenter(function(){
$('.phoneicon').jsMovie('playClips');
});
$('.play').mouseleave(function(){
$('.phoneicon').jsMovie('stop');
});
}
else {
$('.phoneicon').jsMovie({
sequence: 'Phoneiconsmall_#####.png',
folder : "images/Contact/PhoneIconPNGSmall/",
from: 0,
to: 63,
height:318,
width:420,
fps:29.97,
repeat:true,
});
$('.play').mouseenter(function(){
$('.phoneicon').jsMovie('playClips');
});
$('.play').mouseleave(function(){
$('.phoneicon').jsMovie('stop');
});
}
}, 100);
}).resize();
I have added a timeout so that the whole code does not get fired every time you resize the window, only when you have resized it, due to perfomance.
from the docs I believe the destroy function will "remove" the movie lib and then you can re-apply it.