MovieStim3: function .setAutoDraw

I am trying to play a movie, in which I found it is quite finicky.

I had code that only worked with =! FINISHED and would only play the video with .draw. The more I looked into it, it appears .draw is not what I want to play a movie through the duration.

I have since changed the code to match builder output (which is quite unflexible). It looks as so: (an arrow points to my lines with issues)

 # MOVIE
        if screen_movie.status == NOT_STARTED and nextComponentTime >= trial['isi'] - frameTolerance:  # has to be nextComponent because time moved from flipTimeTrial - using nextComponentTime as a sub - trial list is the duration since the last flip
            screen_movie.frameNStart = frameN  # exact frame index
            screen_movie.tStart = current_time  # start on trial time and not account for scr refresh
            screen_movie.tStartRefresh = flipTimeExp  # on exp time
            experiment_window.timeOnFlip(screen_movie, 'tStartRefresh')  # time at next scr refresh
            screen_movie.setAutoDraw(True)  <<---------------------------------------------
            movieDuration = screen_movie.duration
        if screen_movie.status == STARTED and nextComponentTime <= screen_movie.tStartRefresh + movieDuration - frameTolerance:
            screen_movie.tStop = current_time  # not accounting for scr refresh
            screen_movie.frameNStop = frameN  # exact frame index
            experiment_window.timeOnFlip(screen_movie, 'tStopRefresh')  # time at next scr refresh
            screen_movie.setAutoDraw(False)   <<---------------------------------------------
            experiment_window.flip()

Aside from .setAutoDraw, I have tried .draw, .autoDraw, and .play/.stop. All did not work.

Any suggestions?