I include alot of Audio Visualizers in my showcases and up until recently they have been working as intended
But recently they all broke for reasons that I don’t know
They seem to work in studio but as soon as I play it ingame they break.
And it’s not an issue about it not being local since I know that the Sound.PlaybackLoudness is only accessable by the client.
But what’s weird is that they don’t output any errors and only sometimes work.
Can you describe in greater detail exactly how they’re breaking, and how they’re supposed to work? It would also help if you could provide the code responsible for what isn’t working.
The audio visualizer scripts are using the sound’s .PlaybackLoudness property and what I mean by breaking is simply just not doing anything (Including giving any errors).
I’ve seen some issues before with PlaybackLoudness related to when the audio is loaded/preloaded that may or may not be related to your problem. It would really help if you could post code, or else try to do some debugging yourself. In the code that reads from PlaybackLoudness, could you add a print statement that also prints the value? Is it zero for the entire duration of the audio?
I’ve seemed to find a solution. The code I was using was relying on a ObjectValue to get the sound object but it was trying to index it’s value before it had been assigned a value.