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.
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.