Designing a good sound system

So in my game players enter an area via a teleporter and there is music constantly playing in the area that players can go to. Currently all the game SFX just plays anywhere in the place. I don’t want to relocate the audio to a Part because it will only play at that location making it annoying to hear it for headphone users. My plan is to make it constantly hearable for people in that area (and not for people who aren’t in that area) and when someone enters the area they start hearing the audio (preferably with a fade in) so calling a RemoteEvent to play a sound won’t work because they will be out of sync. How would I go about doing this?

Thanks.

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@Crystalflxme, Do you Think Region3 could work?

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Knowing if the player in the area is not the problem. I already have a table of all players currently in this area. The problem is having no audio play when you are not in the area and if you enter it, the music or sounds fades in.

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Can’t you just script so that it also detects if the player is not in the area? If you wanna do a fade effect you could simply add a sound and make a for loop or something and do so that the volume gets higher by for example 0.01 everytime it loops. Until it reaches the certain volume you want.

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The sounds are not triggered on the client. They are in the workspace, though I might need to redesign. I also want to make sure the sounds are synced across all clients. Would triggering them via the client be a better idea? Due to lag between server to client they might be a little out of sync.

Well, If you want the sound to only play for the player who is in the area you should go for the client side. If you want the sound to play for everyone even though only one player is in the certain area, you should go for server. In this case it sounds like you want the client to hear it.

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I’m going to do with this. Sound effects like “pops” for example will be in sync when triggered but main music might not be. I’ll send a time position of the audio so it’s somewhat in sync (at most probably 1 second off). Thanks for the help.

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