How should you handle sounds in your game?

so im trying to handle sounds efficiently in my game by any means possible. i decided to keep all my sound instances inside ReplicatedStorage inside my Assets folder so that everything is organized in the one place. the soundID’s are in all the sound instances as well.

i noticed some developers say to create the sounds upon when players join the game and i think some developers store their soundID’s inside a module so they’ll load whatever soundID’s are inside the module. from this i made my own soundID module but im not using it rn.

for example:

return {
	Explosions = {
		Explosion = 'rbxassetid://7128851174'	
	},
	
	Interface = {
		Hover = 'rbxassetid://10066931761',
		Hover2 = 'rbxassetid://17208343514',
		Hover3 = 'rbxassetid://103003970474571',
		Hover4 = 'rbxassetid://107511012621133',
		promptHover = 'rbxassetid://10066936758',
		promptClick = 'rbxassetid://17779566040',
		Click = 'rbxassetid://111511645657924',
		promptInteract = 'rbxassetid://876939830',
		ButtonClick = 'rbxassetid://103866342467024',
		ButtonClick2 = 'rbxassetid://166084059',
		ButtonClick3 = 'rbxassetid://14133663945',
		ButtonClick4 = 'rbxassetid://1952587204',
		ButtonClick5 = 'rbxassetid://876939830'
	},
	
	Music = {

	},
}

sorry its a bit long. i just need some advice on how i should manage my sounds in my project. thanks guys! :slight_smile:

2 Likes

i like to use it in a folder, like replicated storage, i find it easier to use across all scripts/systems

2 Likes

I also just put them all in a folder called “sounds” and a few sub folders. I find that it makes it easily accessible to all scripts, as others said, and convenient.

I can just go

local Music = game.ReplicatedStorage.Sound.Music

:slight_smile:

soundgroups are good for volume preferences made by the user. maybe make a soundgroup for menu sfx.