Global Audio Exploit

Yeah see both of those are directly connected to remote events. The first one take the musicID directly from the remote and plays it. Instead take a “request”. Then queue the request and make it wait to be played until the last one finishes or something. Depending on how you want all this function.

If the intention is for players to choose they music they listen to individually, then move the music playing code onto the client. Playing on the server plays for everyone, playing on the client will be just for that client.

Check SoundService and then if there are bad audios, ClearAllChildren.

We want EVERYONE to hear it not just the player and we don’t want to queue music for individual players

So you want everyone to hear the music. But you also want to let everyone change the music without a queue?

Correct. We want them to be able to play without a queue

Then I don’t see what the problem your having is.

Global audio issue exploiters are playing over every sound and earraping music

Because your not queuing play requests. Any client can invoke the play function and start playing a sound. The previous sound isn’t over so multiple music plays at the same time. That last statement wasn’t true I see in your code you are stopping the previous sound. So its just a matter of players playing new sounds. But its possible that if the method is invoked at relatively the same time by 2+ clients multiple sounds get played at the same time.

Gotcha, So a fix would either be a anti cheat to check for exploits,

Or queue request for music so exploiting the music wouldn’t be possible

I don’t think there is any exploitation happening exactly. You may just need a debounce. But if you don’t implement a queue clients will be stopping/playing new songs nearly constantly. Alot of the “Club” type games out there have a song play queue and also a downvote system. The down vote will cancel the current song if enough players don’t enjoy it.

the issue is an external program Injecting audio part into the game

because even after the exploiter leaves

The loud earraping music is still playing

If a client creates a part, then it only exists on the client. So idk how they would be doing that.

I don’t know either hence why I came here :laughing:

I’m trying to tell you that they can’t. Not unless you have a remote listener on the server that creates that part on the server.

I’ll look into it and get back to you, They INJECT into the game an audio exploit I’ve seen it in hundreds of videos but not an anti cheat

Are you sure that “RespectFilteringEnabled” is enabled in SoundService? That was the solution to a similar problem I had a bit ago, and it took me a while to realize it.

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We use a gun system that requires the guns to be heard by other players. So I can’t enable it.

In that case you should probably put the gun sound into the gun object for a 3D sound effect.

If you can’t enable it then there will be no easy way to fight sound exploits. With RespectFilteringEnabled off in SoundService, anyone can make a sound anywhere in any instance of your game and control it completely clientside. Differentiating sounds by name wouldn’t be ideal either since if you made an anti-exploit that detects sounds by name, exploiters can just catch onto that and make adjustments.

Try to send calls to an event to handle gun sounds or something. That’ll be a good way to have the chance to enable the property in SoundService which as far as I can tell will solve your problem.

Thank you I will do that now.

Thanks again for everyones help.