You would need to loop through all characters in workspace or connect a CharacterAdded function
e.g :
-- loop through all the characters in the game
for _, player in pairs(Players:GetPlayers())do
if player.Character then
local humanoidRootPart = player.Character:FindFirstChild("HumanoidRootPart")
if humanoidRootPart then
humanoidRootPart.Died.RollOffMaxDistance = 50
humanoidRootPart.Died.RollOffMinDistance = 5
humanoidRootPart.Died.Volume = 0.3
end
end
end
Players.PlayerAdded:Connect(function(player) -- check when a player is added
player.CharacterAdded:Connect(function(character) -- check when their character is added.
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
humanoidRootPart.Died.RollOffMaxDistance = 50
humanoidRootPart.Died.RollOffMinDistance = 5
humanoidRootPart.Died.Volume = 0.3
end)
end)
You need to set the Died sound’s SoundId to whatever sound you would want to play instead. All sounds are stored in HumanoidRootPart. Creating a sound when the player dies will cause the sounds to overlap.
OR
There is a LocalScript responsible for handling the sounds of all characters called RbxCharacterSounds and it is found in StarterPlayerScripts.
Inside a LocalScript in game.StarterPlayer.StarterPlayerScripts:
local Players = game:GetService("Players")
function PlayerAdded(player)
local function CharacterAdded(char)
--wait for a maximum of 5 seconds for each
local root = char:WaitForChild("HumanoidRootPart", 5)
if not root then return end
local Died = root:FindFirstChild("Died", 5)
if not Died then return end
Died.RollOffMaxDistance = 50
Died.RollOffMinDistance = 5
Died.Volume = 0.3
end
CharacterAdded(player.Character or player.CharacterAdded:Wait())
player.CharacterAdded:Connect(CharacterAdded)
end
for i, player in pairs(Players:GetPlayers()) do
PlayerAdded(player)
end
Players.PlayerAdded:Connect(PlayerAdded)
The sound doesn’t exist on the server(for some reason) so I had to make it client side.
Edit: you may have to wait or change the sound properties multiple times.(maybe connect them to a property changed signal)