I’m trying to play audio that starts to fade in or out depending on the camera’s position.
The audios are coming from a sword, which is a tool. This sword has a model inside of it, which is the sword model, and when the tool is in possession, the model is parented to the character.
The emitter properties in sound instances don’t work in models or objects such as parts parented in models. I’m not sure how to make sound disappear within a range inside a sword model.
As far as I know, RollOffMinDistance and RollOffMaxDistance doesn’t matter if it’s in a non-physical instance (like a Model,) it must be in a BasePart. If your sword has a handle part, put the audio in there.
I placed the audios into the handle, and it’s still the same issue as it was when it was in the sword model. I think it’s because the handle is parented to a part that’s in a model, which is the character.
They must be parented directly to a basepart, not inside of a folder inside the part. If you want to parent them to something like a folder to keep your part organized, I recommend using an attachment inside the handle and parenting the sounds there.
A basepart is just a class including things like parts, meshparts, etc. Just real objects inside the game pretty much. A humanoid root part counts and you can parent audios there if you really wanted to.
You can’t use folders or models for sounds and have them fade in/out with distance since they aren’t actually parts in the workspace.