How do I replicate the sound playback for other players?

I am trying replicate the running footsteps sound playback for other players in the Default Roblox character sounds script but, what I have tried is not working. The sound playback changes for the local character but not the other players. I do not know what to do.

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")

local SOUND_DATA : { [string]: {[string]: any}} = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
		Pitch = 1,
	},
	Died = {
		SoundId = "rbxasset://sounds/uuhhh.mp3",
	},
	FreeFalling = {
		SoundId = "rbxasset://sounds/action_falling.mp3",
		Looped = true,
	},
	GettingUp = {
		SoundId = "rbxasset://sounds/action_get_up.mp3",
	},
	Jumping = {
		SoundId = "rbxasset://sounds/action_jump.mp3",
	},
	Landing = {
		SoundId = "rbxasset://sounds/action_jump_land.mp3",
	},
	Running = {
		SoundId = "rbxassetid://277067660",
		Looped = true,
		Pitch = 0.9,
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3",
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6,
	},
}

local DEFAULT_RUN_SOUND_SPEED = SOUND_DATA.Running.Pitch
local DEFAULT_SWIM_SOUND_SPEED = SOUND_DATA.Swimming.Pitch
local DEFAULT_CLIMB_SOUND_SPEED = SOUND_DATA.Climbing.Pitch

local DEFAULT_WALKSPEED = 16
local RUNNING_DIVISOR = DEFAULT_WALKSPEED / DEFAULT_RUN_SOUND_SPEED
local SWIMMING_DIVISOR = DEFAULT_WALKSPEED / DEFAULT_SWIM_SOUND_SPEED
local CLIMBING_DIVISOR = DEFAULT_WALKSPEED / DEFAULT_CLIMB_SOUND_SPEED

-- wait for the first of the passed signals to fire
local function waitForFirst(...) -- RBXScriptSignal
	local shunt: BindableEvent = Instance.new("BindableEvent")
	local slots = {...}

	local function fire(...)
		for i = 1, #slots do
			slots[i]:Disconnect()
		end

		return shunt:Fire(...)
	end

	for i = 1, #slots do -- RBXScriptSignal
		slots[i] = slots[i]:Connect(fire) -- Change to RBXScriptConnection
	end

	return shunt.Event:Wait()
end

-- map a value from one range to another
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number
	return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end

local function playSound(sound: Sound)
	sound.TimePosition = 0
	sound.Playing = true
	
end

local function shallowCopy(t)
	local out = {}
	for k, v in pairs(t) do
		out[k] = v
	end
	return out
end

local function initializeSoundSystem(player: Player, humanoid: Humanoid, rootPart: BasePart)
	local sounds: {[string]: Sound} = {}

--tried adding this and it does not work

	humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function()
		local walkSpeed = humanoid.WalkSpeed
		if walkSpeed < 20 then
			sounds.Running.PlaybackSpeed =humanoid.WalkSpeed/14
		else
			sounds.Running.PlaybackSpeed = humanoid.WalkSpeed/20
		end
	end)

	-- initialize sounds
	for name: string, props: {[string]: any} in pairs(SOUND_DATA) do
		local sound: Sound = Instance.new("Sound")
		sound.Name = name

		-- set default values
		sound.Archivable = false
		sound.EmitterSize = 5
		sound.MaxDistance = 150
		sound.Volume = 0.65

		for propName, propValue: any in pairs(props) do
			sound[propName] = propValue
		end

		sound.Parent = rootPart
		sounds[name] = sound
	end

	local playingLoopedSounds: {[Sound]: boolean?} = {}

	local function stopPlayingLoopedSounds(except: Sound?)
		for sound in pairs(shallowCopy(playingLoopedSounds)) do
			if sound ~= except then
				sound.Playing = false
				playingLoopedSounds[sound] = nil
			end
		end
	end

	-- state transition callbacks.
	local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = {
		[Enum.HumanoidStateType.FallingDown] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.GettingUp] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.GettingUp)
		end,

		[Enum.HumanoidStateType.Jumping] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Jumping)
		end,

		[Enum.HumanoidStateType.Swimming] = function()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 0.1 then
				sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
				playSound(sounds.Splash)
			end
			stopPlayingLoopedSounds(sounds.Swimming)
			sounds.Swimming.Playing = true
			playingLoopedSounds[sounds.Swimming] = true
		end,

		[Enum.HumanoidStateType.Freefall] = function()
			sounds.FreeFalling.Volume = 0
			stopPlayingLoopedSounds(sounds.FreeFalling)
			playingLoopedSounds[sounds.FreeFalling] = true
		end,

		[Enum.HumanoidStateType.Landed] = function()
			stopPlayingLoopedSounds()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 75 then
				sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
				playSound(sounds.Landing)
			end
		end,

		[Enum.HumanoidStateType.Running] = function()
			stopPlayingLoopedSounds(sounds.Running)
			sounds.Running.Playing = true
			
			
			playingLoopedSounds[sounds.Running] = true
		end,

		[Enum.HumanoidStateType.Climbing] = function()
			local sound = sounds.Climbing
			if math.abs(rootPart.Velocity.Y) > 0.1 then
				sound.Playing = true
				
				stopPlayingLoopedSounds(sound)
			else
				stopPlayingLoopedSounds()
			end
			playingLoopedSounds[sound] = true
		end,

		[Enum.HumanoidStateType.Seated] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.Dead] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Died)
		end,
	}

	-- updaters for looped sounds
	local loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = {
		[sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3)
			sound.Playing = vel.Magnitude > 0.1
		end,

		[sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): ()

			if vel.Magnitude > 75 then
				sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
			else
				sound.Volume = 0
			end
		end,

		[sounds.Running] = function(dt: number, sound: Sound, vel: Vector3)
			sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
			local walkSpeed = humanoid.WalkSpeed
-tried editing here and it does not work
			if humanoid.MoveDirection.Magnitude > 25 then
				sound.PlaybackSpeed =humanoid.WalkSpeed/14
			else
				sound.PlaybackSpeed = humanoid.WalkSpeed/20
			end
		end,
	}

	-- state substitutions to avoid duplicating entries in the state table
	local stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = {
		[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
	}

	local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState()

	local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
		state = stateRemap[state] or state

		if state ~= activeState then
			local transitionFunc: () -> () = stateTransitions[state]

			if transitionFunc then
				transitionFunc()
			end

			activeState = state
		end
	end)

	local steppedConn = RunService.Stepped:Connect(function(_, worldDt: number)
		-- update looped sounds on stepped
		for sound in pairs(playingLoopedSounds) do
			local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound]

			if updater then
				updater(worldDt, sound, rootPart.Velocity)
			end
		end
	end)

	local function adjustPlaybackSpeed()
		local walkSpeed = humanoid.WalkSpeed
		if walkSpeed < 20 then
			sounds.Running.PlaybackSpeed =humanoid.WalkSpeed/14
		else
			sounds.Running.PlaybackSpeed = humanoid.WalkSpeed/20
		end

		sounds.Swimming.PlaybackSpeed = walkSpeed / SWIMMING_DIVISOR
		sounds.Climbing.PlaybackSpeed = walkSpeed / CLIMBING_DIVISOR
	end

	adjustPlaybackSpeed()
	local speedChangedConn = humanoid:GetPropertyChangedSignal('WalkSpeed'):Connect(adjustPlaybackSpeed)

	local humanoidAncestryChangedConn: RBXScriptConnection
	local rootPartAncestryChangedConn: RBXScriptConnection
	local characterAddedConn: RBXScriptConnection

	local function terminate()
		speedChangedConn:Disconnect()
		stateChangedConn:Disconnect()
		steppedConn:Disconnect()
		humanoidAncestryChangedConn:Disconnect()
		rootPartAncestryChangedConn:Disconnect()
		characterAddedConn:Disconnect()
	end

	humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)

	rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)

	characterAddedConn = player.CharacterAdded:Connect(terminate)
end

local function playerAdded(player: Player)
	local function characterAdded(character)
		-- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications:
		-- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically.
		-- ** must use a waitForFirst on everything and listen for hierarchy changes.
		-- * the character might not be in the dm by the time CharacterAdded fires
		-- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again
		-- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented.
		-- * RootPart probably won't exist immediately.
		-- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented.

		if not character.Parent then
			waitForFirst(character.AncestryChanged, player.CharacterAdded)
		end

		if player.Character ~= character or not character.Parent then
			return
		end

		local humanoid = character:FindFirstChildOfClass("Humanoid")
		while character:IsDescendantOf(game) and not humanoid do
			waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded)
			humanoid = character:FindFirstChildOfClass("Humanoid")
		end

		if player.Character ~= character or not character:IsDescendantOf(game) then
			return
		end

		-- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals
		local rootPart = character:FindFirstChild("HumanoidRootPart")
		while character:IsDescendantOf(game) and not rootPart do
			waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded)
			rootPart = character:FindFirstChild("HumanoidRootPart")
		end

		if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then
			initializeSoundSystem(player, humanoid, rootPart)
		end
	end

	if player.Character then
		characterAdded(player.Character)
	end
	player.CharacterAdded:Connect(characterAdded)
end

Players.PlayerAdded:Connect(playerAdded)
for _, player in ipairs(Players:GetPlayers()) do
	playerAdded(player)
end

I haven’t looked at the code, as it’s quite a big file. I imagine the issue here is Server/Client related i.e., if you play a sound on the Client, it won’t replicate to the server and hence to other clients. If you play a sound on the Server, this will replicate to all Clients.

In other words, you would need the Server to play these footstep sounds in order for all players to hear it

The sound plays for everyone but the sound playback does only changes for the local player.

Okay, I’m unsure of what you’re trying to achieve then. Could you explain further what you’re trying to achieve?

I am trying to change the sound playback speed if the player’s humanoid is over 20 then it plays faster but, it only changes for the local player. Everything is processed in the local script so I don’t understand why its not changing. (I used the word replicating wrong)

Where are you making these changes? Are you placing this in StarterCharacterScripts? Are you having the Server replace the Roblox version of this script with your version?

If you’re making these changes locally on 1 client, the changes won’t be replicated to other clients.

I don’t think you understand. The script plays both the local player and other players sounds on a local script, it does not need a server script

Take a look at the properties and see all the things that say “not replicated”

Speed is one of them, so if you want to replicate, you’d have to create a system that sends data to each client and each client would then have to process the data and apply changes. Possible, but tedious.