Loud music exploit keeps happening despite everything being heavily secured and in check

Sorry for late reply, I do not check the devforum often. It’s Southern Ontario

They are always using alts, so hunting after bacon hairs with silly names is not gonna do anything about it. I checked my scripts a dozen times over and over, tested potential weak links with no results coming up. Someone else in the dev team hired an exploiter to check for vulnerabilities and they too came back empty handed claiming it’s a backdoor. As the lead scripter I tried everything within my power to get to the bottom of it, reaching out for help on the devforum being part of it, though if there is actually no vulnerabilities as some claimed and it is actually a backdoor then that is very unfortunate, though I will not rant about the team being very unprofessional and keep the thread focused on this issue.

hard to believe exploiters are still doing this to ur game after 9 months

  • have you ever tried getting the soundid they use?
  • does the sound they use exist in the game anywhere? (doubt considering you say they insert it)
  • have you ever checked if any scripts used httpservice maliciously?
  • instead of searching inside of scripts during edit mode, have you tried during play test mode in studio? maybe even check if any script is using RunService:IsStudio()
  • have you ever located the script of origin the “synapse x audio” comes from?
  • have you ever checked if any instances are added to soundservice when searching scripts?
  • have you ever checked if any unexpected remoteevents/bindableevents are added when playing? (i would run a loop for game, workspace, replicatedstorage, startergui, and localplayer)

i believe plugins can alter source code in scripts so i would not doubt that infected plugin could have implemented itself in every script and obstructed itself (unless you reverted the place version after the plugin was removed)

alternatively you can go a poor route and check every added sound and their playbackloudness to prevent extremely loud audios, though this may be useless since you say they insert it so they can probably just counter that by adding the sound instance 100 times (plus this may be heavy on performance, hence why i call it poor)

if none of solution above work, then i tried, hope u find it :0
as for a remote spy plugin you mentioned awhile ago, in case you still even need one, which id doubt: https://create.roblox.com/store/asset/17047146378/StudioSpy-Remotes

also youre supposedly allowed to use exploit clients in your own game (aka as long as u have edit access) however i wouldnt trust those clients plus when that update came out ive heard people saying it still got them banned, so i wouldnt even trust roblox on that either, however i havent had that happen to me

1 Like

Strange question, but have you considered letting the authorities know about this? Since they’re returning using alts (as you said) and completely ignoring and disrespecting the fact you ban them, that can be considered targeted harassment which is illegal.

If it’s not a backdoor, do you think maybe it’s a plugin? I’ve had an account where something similar happened to, and also a friend who had the similar thing happen to him. Deleting a specific plugin fixed the issue entirely, although that plugin inserted scripts into random objects which I’m not sure if it is happening to you. And we never had issues with exploiters, mostly because I kept my games private for me and friends and his game was small.

Edit: Just realized @dexalernoN just asked the plugin question so if it solves the problem you should mark his reply as the answer.

This makes me not want to release anything ..
This is a bit extreme, but it may be your only choice here.

--ServerScript in ServerScriptService
local allowedSoundIds = {
    ["rbxassetid://12345"] = true,
    ["rbxassetid://67890"] = true,
}

while task.wait(1) do
    for _, obj in ipairs(workspace:GetDescendants()) do
        if obj:IsA("Sound") then
            if not allowedSoundIds[obj.SoundId] or obj.Volume > 3 then
                obj:Destroy()
            end
        end
    end
end

Either way I’d drop something like this in for now anyways.