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| 08 Nov 2016 09:34 AM |
If I make a FilteringEnabled game, and place a sound in Workspace. By playing this, will it sync all players in the game to the current song time when a new one joins the game? For example, it is playing at 30 seconds and Player1 joins at that time, will it automatically skip forward to that point? If not, how can I do this without making any delays or noticeable changes to the audio.
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 08 Nov 2016 09:55 AM |
server -> everyone local -> only the client
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| 08 Nov 2016 10:05 AM |
That didn't answer my question at all.
I asked whether it'll be synced, you just stated the obvious fact about server-side and client-side.
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| 08 Nov 2016 10:27 AM |
| Your question doesn't make any sense. |
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| 08 Nov 2016 10:52 AM |
Well, it does.
I'm asking whether playing a sound on the server will ensure that all players are hearing the same part of the song at the same time as everybody else.
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| 08 Nov 2016 12:31 PM |
| Yes it will, if the sound is in workspace every time play is called, it will restart for everyone. It happened to my game, which i FE, and I couldnèt figure out why until I realized the sound was in workspace. |
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| 08 Nov 2016 12:32 PM |
| For me that was a problem, but it sounds like for you it is what you want. |
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