Anomaly sound does not want to be quieter over a long distance

I just want the sound to get quieter in the distance.

I set up RollOfMaxDistance, but it didn’t do anything, I can still hear the sound even on the other side of the map.

Here is the script for this door that makes a sound:

local door = script.Parent.Part 
local Open = 0
local count = 0.09
local cd = 0
local sound = script.Sound
script.Parent.Part.ProximityPrompt.Triggered:Connect(function()
	
	if cd == 0 then
		if Open == 0 then
			cd = 1
			print(Open)
			print("dssgfsgf")
			door.CanCollide = false
			door.CFrame = door.CFrame + Vector3.new(0,6,0)
			sound:Play()
			wait(2)
			Open = Open + 1
			print(Open)
			wait(2)
			cd = 0
		end
	end
	if cd == 0 then
		if Open == 1 then
			cd = 1
			door.CanCollide = true
			door.CFrame = door.CFrame + Vector3.new(0,-6,0)
			sound:Play()
			wait(2)
			Open = Open - 1
			cd = 0
		end
	end
end)
script.Parent.HitPart.Touched:connect(function(Hit)
	print(Hit.Parent.Name)
	if Hit.Parent.NPCcard.Value == 1 then
		if cd == 0 then
			if Open == 0 then
				cd = 1
				print(Open)
				print("dssgfsgf")
				door.CanCollide = false
				door.CFrame = door.CFrame + Vector3.new(0,6,0)
				sound:Play()
				wait(2)
				Open = Open + 1
				print(Open)
				wait(2)
				cd = 0
			end
		end
		if cd == 0 then
			if Open == 1 then
				cd = 1
				door.CanCollide = true
				door.CFrame = door.CFrame + Vector3.new(0,-6,0)
				sound:Play()
				wait(2)
				Open = Open - 1
				cd = 0
			end
		end
	end
end)

No matter how I tried to change the RollOff, this sound can still be heard everywhere, there were no such problems on other doors.
Please help me solve this anomaly.
I’ll leave you a place with this door so you can figure out what’s going wrong.


PlaceTest.rbxl (118,3 КБ)

Bruh :man_facepalming:t2: , I realized the mistake after I wrote the post, it turns out that the sound could not calculate the necessary distance because its parent was a script, to solve this problem, you need to move the sound to some physical part.