Creating A Confetti Canyon Emit On Bass Drops Of Sound

  1. What do you want to achieve? A confetti canyon that emits, or fires when a given sound hits a certain bass, or volume.

  2. What is the issue? Can’t really find any idea on how to start with this.

  3. What solutions have you tried so far? Looking into Sound Api I would think of Volume, PlaybackLoudness, and Pitch.

Any idea how I could go about, or create a confetti canyon that does fire when a sound hits a certain loudness or pitch? Any help is appreciated!

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After doing a little bit of looking, I believe what you’ll want to use is PlaybackLoudness.

There is a good article I found on it here, which explains it pretty well.

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local Particle1 = game.Workspace.FIRSTCANNON.Source1.Confetti
local Particle2 = game.Workspace.FIRSTCANNON.Source1.Smoke

local Sound = game.Workspace:WaitForChild("Sound")
local maxLoudness = 30

while true do

	local amplitude = math.clamp(Sound.PlaybackLoudness / maxLoudness, 0, 1)

	if amplitude <= 10 then
		Particle1.Enabled = true
		Particle2.Enabled = true
	else
		Particle1.Enabled = false
		Particle2.Enabled = false
	end

end

Do you know why I could be getting a script exhaustion time error?

I know its a while true do script but…

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just do a wait() before the end in while true do

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You forgot to add “wait()” after while true

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