Frequency-Based Sound Attenuation Script

Any ideas on how I could solve this? I don’t know much about sound…

First you want to consider the distance from the player to the sound source (i.e lighting strike). My script uses meters (m) while Roblox uses studs, so the distance you set the strike location to in relation to the player needs to be reflective of the real world. Secondly to consider how loud the lightning should be, use large distances, as that way the frequency attenuation should kick in at large scale. Then you can play around with the volume.

My second iteration of this script will use a far better dataset, so you could wait for that to come out and try using that. Up to you though.

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