Title says it all mainly, I have an AudioPlayer wired up to an AudioEmitter. The AudioPlayer has the properties IsLooping & IsPlaying set to true, but upon joining the value is now false on both the client & server. Is this an intentional behavior? If it is it’s extremely annoying. Can anyone help me figure this out please. I don’t want to have to do something stupid like use a local script every time a player joins or use a PlayerAdded event on a server script to do AudioPlayer:Play() every a new player joins so it replicates. Any Ideas?
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Hi, currently this is intentional. AudioPlayer.IsPlaying
is read-only and initializes as false, but we expose it in the Studio UI so that playback can occur in edit mode. You’ll need to call :Play()
on it to start the audio when the experience is running.
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I figured this out here in #bug-reports with help from @ReallyLongArms.
The property does make sense, and while I still believe a PlayOnRuntime property of sorts is critical, that conversation has already been had & it seems like something may already be in the works. Thank you for your response.