Change the falling sound to local

This is a very small feature request/bug if you like, so I’ll try to keep this short. It’s a refinement if anything.

So yesterday (as of posting) the sounds for walking and jumping were changed, in addition to another sound that was added for when players are either rising or falling at higher distances, however I noticed that the falling sound is not local, so when a player rises or falls everybody hears it, surely this is somewhat inaccurate? I know it’s a rather small thing however I tend to think it’s the accumulation of small changes like this that make all the difference.

Change all sounds to local if they aren’t

It makes sense that some of them aren’t though.

For example the sound where a player jumps into water creates a splashing sound, that at least I can understand.
I think the main reason sounds like walking stand out as wrong however is because it’s always the same sound, it feels too artificial…but when you think about it, it’s not wrong to actually have the sounds of 30 people walking.

Sounds should always be local

None of them are local, presumably because sounds don’t replicate under FE.

Edit: Here’s a quote from when I asked CodeWriter about local sounds on another thread.

I thought I heard someone was going to eventually make the Sounds script local and come up with a way to get around that.

IMO they should just make sounds inside the character replicate their play and stop commands.

No Golly, you should be able to hear footsteps

Well they could just do what other games do and have each client replicate their own and all the other clients.

It’s not hard to set up a listener (haha pun) for other Characters when we have a PlayerAdded + CharacterAdded

free code done in less than a minute

local Players = game:GetService("Players")


local function HandleSoundsFromHumanoidEvents(Humanoid)
	--blah
end

Players.PlayerAdded:connect(function(Player)
	Player.CharacterAdded:connect(function(Character)
		local Humanoid = Character:WaitForChild("Humanoid")
		HandleSoundsFromHumanoidEvents(Humanoid)
	end)
end)

Ok I’ll tell everyone that owns a game to do that then

Well I was implying Roblox could do that.