It’s difficult to play the same sound effect multiple times quickly without it cutting itself off. The current behavior of Sound:Play() is that if the sound is already playing, it will stop the current playback and start from the beginning.
This is useful for certain cases (like background music), but it creates a roadblock for many common gameplay mechanics, forcing devs to use inefficient workarounds.
The Problem and Use Case
Many games require sound effects that can overlap:
- Rapid-Fire Weapons: Each bullet sound should be its own instance and overlap with the previous one.
- Collecting Items: A distinct sound for each coin collected.
- UI Feedback: Rapidly clicking buttons or scrolling through an inventory. Sounds should layer on top of each other.
Current Workaround & It’s Downsides
One way to bypass this is to clone the Sound for every playback, parent it somewhere, play it, and then destroy it after it has finished.
local sfxClone = soundEffect:Clone()
sfxClone.Parent = workspace -- Or some other parent
sfxClone:Play()
game:GetService("Debris"):AddItem(sfxClone, sfxClone.TimeLength)
This does work, but it has downsides:
- Constantly creating and destroying instances in rapidly can lead to garbage collection stuttering.
- It temporarily fills the
WorkspaceorSoundServicewith lots of clones.
A Solution: Sound.Overlap
A new boolean property for the Sound object, named Overlap
-
Sound.Overlap = false(Default)
This would maintain the current behavior. -
Sound.Overlap = true
Calling:Play()will start a new playback of the sound without canceling any existing playbacks of that same sound instance..