Before you tell me to post this in bug reports, I don’t have the ability to do so.
The problem here is that I try to play a audio in game, but it never plays. Even though I can run the preview of the audio just fine, but then I noticed that the playbackLoudness property is always 0. Which for some reason, happens to ALL of the audios that I insert as of recent. Making audios UNUSABLE for me.
Example of preview working with playbackLoudness set to 0.
I can only get a client to read non-zero PlaybackLoudness and Changed events don’t fire for it at all. You said other sounds do have correct PlaybackLoudness. Are these sounds being checked by a regular Script with RunContext not set to Client? << This sentence is not advising that you change how you read the property, I just want to know if you’re able to do it on the server side.
It doesn’t seem like server Scripts can read PlaybackLoudness. Servers don’t need to hear or process audio for loudness, they only replicate the other properties for client usage. Only clients can effectively use that property. I imagine that’s because it’d be a bit unnecessary to process every playing sound on the server and replicate it when it’s not being used for anything.