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| 05 Oct 2016 03:51 PM |
Its not necessarily the code that's the problem. But its what is lacking. As soon as a player joins, an ambience should be playing for them. Although on servers, the server says that the sound audio is playing for the player, yet on the client of the player says the audio is not being played. Anyone know what is going on?
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| 05 Oct 2016 05:46 PM |
Um... Does anyone at least know what I'm trying to say? I'll even post my code so you can see what I got..
(The sounds named amb and scare are in the playergui) script.Parent.Touched:connect(function(h) sound = game.Players[h.Parent.Name].PlayerGui.amb print(h) if sound.Playing == true then wait() return end h = h.Parent:FindFirstChild("Humanoid") if h then wait() game.Players[h.Parent.Name].PlayerGui.scare:Stop() game.Players[h.Parent.Name].PlayerGui.amb:Play() game.Players[h.Parent.Name].PlayerGui.amb.Volume = 1 end print(h) end)
The players hear no sounds, help.
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modulum
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| Joined: 11 Jul 2016 |
| Total Posts: 242 |
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| 05 Oct 2016 05:48 PM |
- not a solution, just a question -
Is your game FE?
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modulum
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| Joined: 11 Jul 2016 |
| Total Posts: 242 |
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| 05 Oct 2016 06:01 PM |
Oh, okay. So basically you're trying to make a part that when touched plays music and a sound on the person's client?
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| 05 Oct 2016 06:11 PM |
Yes, i want it to separately play it on the client. I've made a research facility kind of place. I want the players to hear different things when in different rooms, so like the main ambient is a calm soothing noise, but if you go in the dark storage you hear a dread like gloomy music. But you get the point, and i cant make the whole server hear it. It would be annoying to have random sounds play even though you havent moved from another room.
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Suedes
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| Joined: 09 Aug 2010 |
| Total Posts: 1371 |
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| 05 Oct 2016 06:13 PM |
| You'd be much better off using FilteringEnabled. For one, it would make something like this much easier to script, and if used properly, will significantly reduce the odds of your place being exploited. |
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