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| 30 May 2016 07:32 AM |
https://gyazo.com/be6a529eb6b90e4e42201864c75aa49d
game.DescendantAdded:connect(function(Descendant) if Descendant:IsA"Sound" then -- Line 708 Any ideas as to what could be causing this error?
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eLunate
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| 30 May 2016 07:37 AM |
Tone doesn't travel well over the internet, no idea what you mean :P
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TimeTicks
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| 30 May 2016 07:42 AM |
game.ChildAdded:connect(function(obj) if obj:IsA("Sound") then end end)
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| 30 May 2016 07:44 AM |
That won't pick up anything in workspace or player's gui
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TimeTicks
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| 30 May 2016 07:54 AM |
lol what are you even trying to do
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| 30 May 2016 07:58 AM |
If a sound enters the game, it is muted instantly. There are lots of places sounds could be created hence I'm doing it like this
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TimeTicks
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| 30 May 2016 08:02 AM |
>:(
It is, this is client sided.
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TimeTicks
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| 30 May 2016 08:04 AM |
if your game is fe then you dont need to worry about sounds be dded to the server. client changes dont replicate over to the server.
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| 30 May 2016 08:05 AM |
Perhaps I wasn't clear. The server creates the game sounds, and users may mute them (Ik they can do it in their settings, but people are idiots)
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TimeTicks
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| 30 May 2016 08:06 AM |
You'll have to make the sound local if you want them to mute them, or they can just mute the actual game.
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| 30 May 2016 08:17 AM |
The sounds are created by the server. Is there not a way to blanket mute the entire game?
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eLunate
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| 30 May 2016 08:20 AM |
| There is. You mute the sounds on the client as soon as they're created. |
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| 30 May 2016 08:21 AM |
Ah, so precisely what I'm trying to do :P
How would I go about this, because I'm failing atm
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eLunate
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| 30 May 2016 09:21 AM |
| Totally the way you're doing it probably. |
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| 30 May 2016 09:22 AM |
8 replies (excluding my own), and no where closer to finding out why this won't work :P
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