Basically, I want some reload sounds (Mag in, mag out, chambering) to play server-side, currently, it only plays clientside, how would I make it play serverside without both overlapping?
Many thanks.
Go to SoundService and disable “RespectFilteringEnabled”. That should work. If it doesn’t, let me know.
Doesn’t this allow for exploiters to play any sound they want for the entire server to hear? I have not messed around with it much so I am not sure.
Already been off, doesn’t really fix anything. By the way, I use a modified version of ACS.
Well, yes, but my game is strictly going to be a military simulator, and servers will be locked after all members join. So, I wouldn’t mind.
You’re basically going to want to create a RemoteEvent in ReplicatedStorage hook it up with a Server script, basically tell the server every time the remote is used to play the sound on the players head, or somewhere on the player. And then every time you reload fire the remote on the client.
Gonna try this, thanks for the answer.
The only problem with this is that it may cause slight delays; and as this game is seemingly an FPS game, it could cause a bit of a problem depending on how long the RemoteEvent could take.
The way I’d handle this is with not having the server play the sounds at all. Instead, you could first play the sounds locally, then fire the RemoteEvent to the server, having it fire to all players in the game. Then those LocalScripts will receive the RemoteEvent with the sound to play, and will play it at the location of the original player’s head/body.
It’s more of a matter of preference and if that small delay matters to OP, so either could work; @Boogagle’s method is easier to grasp but may come with slight delays eventually, while my own method is more difficult to implement, and takes up more RemoteEvent requests. (Keep in mind these “delays” are likely negligible; just test it and see if they’re noticeable whatsoever)
Well I hope this is of some help to you. Have a good week you all.
In my FPS game the delay is unnoticeable, it is only noticeable on ping levels higher then 300 ms. So I think it’s a pretty fair trade off, it is up to you if you want to replicate sounds to other players using remote events, more work for something seemingly not a problem.
Both ways work fine, just one is a bit more work.
You could put the sounds inside the parts. (I believe ACS sounds are made from the client script) Possibly in a Handle or a place where the brick will always be there unless you’re dead or unequipped. Then you’d play the sound from the client, this would replicate over to the server if RespectFilteringEnabled is turned off.
Have the server use a remote which tells all other clients to play the specific reload sound.