Most of the sounds have failed to load properly in game, after loading into the server while the round is playing or experiencing the fps spike

This is actually my first post I’ve ever made here, I’m not sure if this is even the right category for it or anything. With that being said, I’m really clueless as to what I’m supposed to do about this whole issue. So, please be patient with me here, and let me know.

Alright, so, I’m not sure as to why this has ever happened in my own game, but, for whatever reason, some of my players has reported the issue where you could no longer hear some sounds, whenever they load into the server while there is a round happening, or they experience some sort of a fps spike. As far as I know, this has happened to me on my low end laptop as well.

All I can share is that the game itself is specifically some sort of a shooter game, most of the sounds are stored in Replicated Storage, which is where they should be, as it’s important for all players to load them right away. It also clones them whenever they should play, which is a common practice here, of course.

However, before doing so, it checks if the sound itself is actually loaded or not. I’d like to mention that they’re free to use too, meaning that they have been from the toolbox. All on the client side with remote events btw.

We don’t have our own loading screen here in game at all, but I’m not sure if that should fix the whole issue, nor if that’s necessary to do so.

What I have tried so far is that, I tried using ContentProvider for the sounds, but may I be honest with you? That doesn’t really seem to do anything that much, so I highly doubt that’s the solution here, unless I am missing something here, but It doesn’t save them from failing due to what caused it.

If my memory serves me right, I have been told that this can happen whenever there is too much happening at once. (i.g; Particle Emitters lag, Render, Gun Projectiles, etc.) So, I just thought I’d have to add some limits and use some render related stuff, as to only adding them with the camera’s viewable distance and whatnot. But nothing seems to be working here.

Other than that, where they are stored and the duration of the sounds actually matters, but I’m pretty much stuck here, not knowing what to do at all about it, as I’ve never had this whole issue before.

I just want everyone to be able to hear all important sounds and everything. Because, they’re really helpful for my players, and something like that can ruin the experience a lot, which is not really ideal for me. And, I really want this to be solved as soon as possible.

If you ever thought of any solutions here, please tell me so. Or, at least ask me any questions here, I’d be glad to share any information, if it ever means helping you figuring it out.

Bump. I still need any help with this. This keeps occuring in my own game. Does anyone know what to do about this whole issue?

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Hello! So just to clarify, you think that this happens because memory in your game runs out which causes “bugs” and breaks your game soundservice. Can you elaborate by showing us the Microprofiler when this happens? Thank you! I’ll be glad to try my best to assist!

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Really? How can I ever do that exactly, if you don’t mind explaining it for me?

It’s simple! Just go into game and click esc, go to settings, scroll until you see the item called MicroProfiler, click “On”. Then when it’s on go to “Mode” and click detailed to show all of the running instances that are taking up CPU/GPU usage! Then you wait for a lag spike and record that information and send it here! Even if it doesn’t solve your main issue it shows what causes the lag spike at least!

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Does this help by any chance? This specifically happens whenever you die.

And this only happens once you hop on the game itself.

So, how do I make sure memory in my game doesn’t run out anymore? Like, what do I do here about this? This is really important to me and my play testers, as this is extremely distracting, not being able to hear some certain sounds that must be played on the client side.

You can get more information on this by using the Debug API that Roblox offers, insert this into scripts - specifically functions - that you already know cause a lot of delay (like that heartbeat when you join the game or when you die) to better understand what exact function is unoptimized.

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Hm, yeah I’ll get to do that right away, but the last time I tried that, It’s just kinda difficult to find where my own debug profile has begun. Anyhow, I appreciate you, and I’ll get back to you when I find something that must be known.