When :Play() is called repeatedly on the same AudioPlayer instance within a short period, playback appears to be internally debounced. For example, when :Play() is called every 0.1 seconds, some calls do not produce any audible playback. A practical use case is a hover sound connected to MouseEnter for multiple GUI buttons. When moving the cursor quickly between buttons, :Play() is called for every hover event, but the sound only plays intermittently. The previous Sound instance handled this reliably: the hover sound played every time, regardless of how quickly the cursor moved between buttons.
This is particularly frustrating because I have already converted a significant portion of my game’s architecture to use the new AudioPlayer instance instead of the legacy Sound instance. If this behaviour is an intentional limitation, I would need to spend additional development time reverting those systems back to Sound unnecessarily.
Expected behavior
I expect audible playback to be produced everytime :Play() is called on the AudioPlayer instance no matter the frequency, just like how the original sound instance is.