I chose A Custom Jump Sound and Its Saying "Unable To Download"

Could Someone help me fix this bug quick?

I am trying to make a jump sound work. But when I play my game the Jump Sound is muted even though I put my custom jump sound on. It says Unable to download data:

I think the script was a Localscript in the starterplayerscripts and I think I changed The Id of the Jump Sound. If I am wrong or anything please do tell me so It fixes my issue. (PLEASE KEEP IN MIND I’M NOT ASKING PEOPLE TO WRITE ENTIRE SCRIPTS OR ANYTHING LIKE THAT JUST A FEW FIXES THATS IT).

Could you provide your script?

– Roblox character sound script

local Players = game:GetService(“Players”)
local RunService = game:GetService(“RunService”)

local SOUND_DATA = {
Climbing = {
SoundId = “rbxasset://sounds/action_footsteps_plastic.mp3”,
Looped = true,
},
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 = “rbxassetid://5151602926”,
},
Landing = {
SoundId = “rbxasset://sounds/action_jump_land.mp3”,
},
Running = {
SoundId = “rbxasset://sounds/bfsl-minifigfoots1.mp3”,
Looped = true,
Pitch = 1.85,
},
Splash = {
SoundId = “rbxasset://sounds/impact_water.mp3”,
},
Swimming = {
SoundId = “rbxasset://sounds/action_swim.mp3”,
Looped = true,
Pitch = 1.6,
},
}

– wait for the first of the passed signals to fire
local function waitForFirst(…)
local shunt = 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
	slots[i] = slots[i]:Connect(fire)
end

return shunt.Event:Wait()

end

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

local function playSound(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, humanoid, rootPart)
local sounds = {}

-- initialize sounds
for name, props in pairs(SOUND_DATA) do
	local 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 in pairs(props) do
		sound[propName] = propValue
	end

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

local playingLoopedSounds = {}

local function stopPlayingLoopedSounds(except)
	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.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 = {
	[sounds.Climbing] = function(dt, sound, vel)
		sound.Playing = vel.Magnitude > 0.1
	end,

	[sounds.FreeFalling] = function(dt, sound, vel)
		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, sound, vel)
		sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
	end,
}

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

local activeState = 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)
	-- update looped sounds on stepped
	for sound in pairs(playingLoopedSounds) do
		local updater = loopedSoundUpdaters[sound]

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

local humanoidAncestryChangedConn
local rootPartAncestryChangedConn
local characterAddedConn

local function terminate()
	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)
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

Sorry if the post is glitchy. I think when I posted it devfourm post go confused. Anyways the main bit Is the top part I think.