Audio doesn't attenuate from really far away

My entity, A-60, has an audio that plays when he goes through the rooms. Even from 300 rooms away, I can hear him from max volume. How do I fix this?

5 Likes

attenuate it manually using a script

5 Likes

How? (character limit eeeeeee)

1 Like

But… that’s exactly what I don’t want

1 Like

Put the Audio in a Part in your entity, but change the RollOffMinDistance and RollOffMaxDistance properties of the Audio to something like 5 and 50 studs. Change the max to whatever works for you.
Also change the sound RollOffMode to InverseTapered so it goes from volume 0 at the RollOffMaxDistance to the max volume at the RollOffMinDistance.

2 Likes

That didn’t work, it’s always at it’s loudest

1 Like

It may be a problem that the PlaybackLoudness is over 1000. I just noticed that.

1 Like

I tried this but it didn’t work, the volume stayed at 5

local max = 5
local player = game.Players.LocalPlayer
local volume = script.Parent.Ambience.Volume
local dist = (script.Parent.Position - player.Character.PrimaryPart.Position).Magnitude
local maxDist = 10000

while wait() do
	if dist < maxDist then
		volume = (max - (max / (maxDist / dist)))
	else
		volume = 0
	end
end
1 Like

You don’t need to script volume or anything. The Sound Properties automatically do that if you locate the sound as a child of a Part or Attachment of the entity. If the
Please show us a picture of the Hierarchy of your sound inside it’s location. Expand all the grouped items so we can see where the sound is in the entity.
Also show us the Properties window when you have the Sound selected.

here you go (char limit)

1 Like

Again, Click on your MaxRollOffDistance and change it to something like 50 studs (or however many studs work for you). 10000 means you can hear it 10,000 studs away! Of course you’ll hear it all over the map.

1 Like

the rooms are 56 studs long. 56 studs * 180 rooms = 10080 studs. I can hear it from A-300, which would be 16800 studs.

1 Like

Is A60 in the workspace, or is it in a folder that the in-game entity gets cloned from?

Are you sure you don’t have copy of the Sound in the workspace somewhere, or in an object that isn’t a Part or an Attachment? If that’s happened then you’ll hear it globally.

Try searching the Explorer for ClassName = Sound to find all the sounds in your game. You may find you’ve copied or dragged the Ambience sound somewhere strange and that’s the one you are always hearing.

1 Like

It gets cloned from ServerStorage. But all the other entities seem to work fine.
The audio is in a part. I showed you that.

1 Like

The first question in my previous post wasn’t asking if the audio was in a Part. I was asking where A60 was because your picture didn’t show that.

Please answer the other question in the rest of my previous post, and try the suggestion.

Also, if the Ambience was somewhere else, it wouldn’t play.
The script says: script.Parent.Ambience:Play()

If the Sound is in the workspace and the checkbox for Playing has been set to true it will play.

Since you are still having the issue please Search your entire workspace with ClassName = Sound.
I’m just trying to help you out but you should at least try my suggestions.