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.
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.
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)