Add a sound in the player's head

I added the line print but still nothing happens…

the print line was there to control if the script is working, what is the output now ?

yes I know , I mean it does not print , there is nothing at in the output

can you send me a photo of where is the script ?

try this code and send me the console

print("Script Works")

game.ReplicatedStorage.SoundEvent.OnServerEvent:Connect(function(plr)
    print("Fireee")
    game.SoundService.Sound:Play()
end)

it’s “TelekineticPush” ModuleScript
57acbb8dffd9a56d71cd90049d275caa

did you try my code ?

Why would you use sound service to emit the sound of a player’s head? Just use the local script that is firing to the server, and take its character. Insert a sound from a server script and let it play.

1 Like

yes, here is the output when I try with 2 players

can you send me the whole script in how you require it ?


local module = {}

local DebriService = game:GetService('Debris')


local TKPushData = {
	DebounceTime = 3,
	Debounce = {},
	Victims = {},
}


function CheckDebounce(Character,Target)
	local CanAttackVictim = true 
	local CanAttack = false 
	
	if not TKPushData['Debounce'][Character] then 
		TKPushData['Debounce'][Character] = {
			Last = tick()+TKPushData['DebounceTime']
		}
		CanAttack = true 
	end
	
	if TKPushData['Debounce'][Character] then 
		if tick() - TKPushData['Debounce'][Character]['Last'] >= TKPushData['DebounceTime'] then 
			CanAttack = true 
		end
	end
	
	if  TKPushData[table.find(TKPushData['Victims'],Target)] then
		CanAttackVictim = false
	end
	
	if CanAttack==true and CanAttackVictim==true then 
		return true 
	end
		
		--Targets[table.find(Targets, Target)]

end

module.TelekineticPush = function(Character,Target,CameraVector)
	local HRP = Character.HumanoidRootPart 
	
	local THRP = Target.HumanoidRootPart 
	local TRagdoll = Target.Ragdoll
	
	if CheckDebounce(Character,Target) == true then 
		TKPushData['Debounce'][Character] = {Last = tick()}
		local Force = Instance.new('LinearVelocity')
		TRagdoll.Value += 2
		local Force = Instance.new("BodyVelocity")
		Force.MaxForce = Vector3.new(30000,math.huge,30000)
		Force.P = math.huge
		Force.Velocity = Vector3.new(45,0,45) *CameraVector
		Force.Velocity += Vector3.new(0,5,0)
		Force.Parent = THRP 
		DebriService:AddItem(Force,.3)
		
		
		local Animation = Instance.new('Animation')
		Animation.AnimationId = 'rbxassetid://'
		local Track = Character.Humanoid.Animator:LoadAnimation(Animation)
		Track:Play()
		print("Script Works")

		game.ReplicatedStorage.SoundEvent.OnServerEvent:Connect(function(plr)
			print("Fireee")
			game.SoundService.Sound:Play()
		end)

		
		
		
		wait(TKPushData['DebounceTime'])
		for _, v in pairs(TKPushData['Victims']) do 
			if v == Target then 
				table.remove(TKPushData['Victims'],v)
			end
		end
	end
	
	
	
end







return module

and how do we do that? :sweat_smile:

Give me a minute, ill just make the code.

Does the player have to press a button for the sound to play?

These are all the parts you need in your workspace.
image
Server Sided Script

local Rep = game:GetService("ReplicatedStorage")
local SoundReact = Rep:WaitForChild("PlaySoundH")

SoundReact.OnServerEvent:Connect(function(plr, SoundId, Range, Volume)
	local Character = plr.Character
	if Character then
		local HeadInstance = Character:FindFirstChild("Head")
		if HeadInstance then
			local NewSound = Instance.new("Sound",HeadInstance)
			NewSound.SoundId = SoundId
			NewSound.RollOffMaxDistance = Range
			NewSound.Volume = Volume
			NewSound:Play()
			NewSound.Ended:Connect(function()
				NewSound:Destroy()
			end)
		end
	end
end)

Client Side script: That works with the button E :dotted_line_face:

local Rep = game:WaitForChild("ReplicatedStorage")
local SoundPlay = Rep:WaitForChild("PlaySoundH")
local ContextAction = game:GetService("ContextActionService")


function PlaySound(Inputname,InputState,InputObject)
	if Inputname == "PlaySound" and InputState == Enum.UserInputState.Begin then
		SoundPlay:FireServer("rbxassetid://9114163343", 100, 1) --- First Parm is the sound Id, Second one is the range, and third is the volume
	end
end

ContextAction:BindAction("PlaySound",PlaySound,false,Enum.KeyCode.E)

He wants a push system where you press E to push the player, and the sound plays in the first post.

@Aikious why did you start a second post about this same topic? How to adjust the distance of a sound with "rolloffmaxdistance"??

2 Likes

Change the client-side script, to work as intended in your game.

Hmm, how irritating… Anyways this script should work, all he as to do is set up user-input into the client-sided script so It will play every time a player presses E.

I expressed myself badly on the first subject, I want to delete it but I can’t find how, sorry.

Oh it works ! Thank you so much ! :smiley: