A way to detect who added a sound etc into the workspace?

I currently have a system that detects sounds and destroys them in the workspace, however I would like to expand it so it bans people who add them?? I don’t know how do do this but it’s needed as the game we run is being targeted. Is it even possible?

Thanks

  • Ven :happy1:
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How does adding the sounds work, do you mean like a simple Instance.new()?

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However exploiters add their sounds?

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Do you know about this thing where when the client adds something to the workspace it doesn’t replicate? This is called filtering enabled.

They can’t just simply add sounds lol.

Well they can because it’s happening in my friends game?

If SoundService.RespectFilteringEnabled is set to true then any sounds added by an exploiter wouldn’t be heard by anyone else anyway.

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They are abusing a remote in that case. Thats on your friend not knowing how to protect remotes with simple sanity checks.

But he has no remote events that add things into workspace?

They can manipulate it. Is there any remote that does Instance.new or Clone?

Is there any event that changes the SoundId?
It’s simply impossible to do it any other way.

Yeah it is but they’re in cars n stuff and wouldn’t be global?

Like how can a remote event change the volume or range of something in the workspace if it only changes ids?

They fire a random sound with the id they want and then abuse other remotes to put it into workspace or instance new.

I’ll get them to go through and check the events.

Remote abuse is extremely common in bad remote games like apocalypse rising. For example, a remote that should add clothing can be used to add items.

fireserver(“AddClothing”,StringValueName,StringValueParent)

With that you can add that into anything, even though its meant to be added into the shirt value of the player, they can change the parent and name to anything.

@Blokav told you the solution. Enable SoundService.RespectFilteringEnabled. Problem solved!

But surely if they do it the way @ScripterWaffle is saying then it will work?

When an exploiter/hacker adds sounds into the workspace, they do so on the client only. Meaning the whole game shouldn’t be effected, only that specific player. To answer your question, the only way to detect if a sound was added, would be with client side scripts. (Assuming you didn’t add a severe backdoor that lets players fire a remote event for sound :P)

I don’t believe they’re using that property, as I have literally never heard of it and I don’t think it even shows up in the properties of SoundService.

It does but I think its probably for other things?