Can't change TimePosition from client, if it's in Workspace?

Why is it that it’s erroring me that I can’t change TimePosition for a locally created sound, in a FE game, if it’s in Workspace? I’d understand if it wasn’t FE, or the sound was server made, but this error makes no sense, and it’s going to ruin the way I coded my audio module.

Please fix this now, this should not be a limitation.

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@spotco is working on this, he might appreciate some input!

Can’t think of any input to give, other than what’s obvious. Sounds should replicate like all other instances, where changes made on the client don’t get sent to the server if it’s FE, and it’s just treated like a local instance.

Sounds only sorta-replicate right now, which limits a bunch of things you can do.
It’s also somewhat buggy, several things are broken or don’t work as expected.

What games have done to work around this is to make a remote event system and play only local sounds (see: Piano Keyboard v1.1 - Roblox)

If you’re willing to wait, I have a bunch of changes that’ll be announced in a few weeks regarding all of this.

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I have only local sounds, but I want them to sound like they’re playing from a position. I could always just lower their volume by distance, but it’s kinda hacky.

That’s something that will be fixed, but just take a look at virtual piano source and you’ll see them doing exactly that. If you want it to work today, go ahead and add that with the intention of removing it soon.

What’s the ETA? The project I’m working on doesn’t need it today, but it will need it soon, maybe a couple of weeks

A couple of weeks, still need to make sure we’re not breaking anything :slight_smile:
I’ll be doing the announcement soon and we’ll have it available in a test environment to play with.

Currently with FilteringEnabled if you play a sound anywhere where it exists on another client, those clients where it exist as well will have their sounds played too, even if they were locally created and haven’t replicated to the server. IMO that’s not very FE-like and it seems like better behavior would be for play to not replicate at all, and needing to play it from the server in order to replicate. Not sure if this is already planned or not.

So unfortunately that’s known and necessary (intentional?) behaviour. It’s used currently to have a replicated sound triggered immediately without network delay (see the Humanoid Sound script, you’ll hear the “jump” sound immediately after pressing space and that sound will replicate to other clients).

Other objects share this problem (animations), and we’re planning a fix in the future to address it for all cases.

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Out if curiosity, is Destroy() auto-replicating on children of the character caused by the same thing?

Not sure, there is some amount of code that allows you to modify replicated parts locally within your own character so that may be slightly different.

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