I saw in ‘soundscape’ there is an ‘AmbientReverb’ option, I tried toggling that to under water. And it did nothing. I want to create an underwater sound effect, either change the current water sound or disable it. Any ideas?
Uh, do you mean sound service, and it applys a reverb to sounds that are playing.
Applying Underwater Sound Effect
You can use SoundGroups. They allow the manipulation of sounds by using a dedicated Volume property, and inserting SoundEffects. They can also be useful for making sound settings in your game.
Prepare a SoundGroup with effects in it. Make sure they are disabled when running. Experiment with ReverbSoundEffect and EqualizerSoundEffect.
All sounds’ SoundGroup property should then be set to your SoundGroup object. Sound objects will inherit the effects of it and its volume.
Use a LocalScript to determine whether or not the SoundGroup’s effects should change when the player is underwater (change High and Mid properties of the equalizer to a low value when under water, for example.)
Changing the Sounds
While running the simulation, in your client’s Explorer, look for this:
Players
└ Your Player
└ PlayerScripts
└ RbxCharacterSounds
Copy that script, end the simulation, and place it on
StarterPlayer
└ StarterPlayerScripts
Open the script and edit the asset IDs.
Alternatively, you can have a LocalScript parented to StarterCharacterScripts that changes the sounds located in the character’s HumanoidRootPart. Make sure to use WaitForChild.
The swimming sounds produced by characters?
You’d just need to change the IDs of the default ‘Swimming’ and ‘Splash’ sounds.