Can you describe the issue? I’m on mobile currently, but I may be experiencing something like it as well with my water ambient audio.
Instead of playing and looping as normal it plays an instant of the sound and loops very fast, sounding like an odd rapid tapping. It is sometimes fixed when the audio instances are cloned and replaced by script.
I can confirm this issue. Mine was rather strange, because I had ambient sound that was playing in my player object but while I was in studio the script in StarterPlayerScripts had actually started playing the audio as well. Or maybe I accidentally checked “Playing”. I dunno. Either way it caused a lot of crackling and annoyance.
4 years later this is still a big issue, I am working on an FPS game right now and the audio for firing is completely broken. I Don’t get how other games make it work because my game has good code, and its still broken. Below is the code I use to play the fire audio, I play the audio on the server, to all players at once.
local fireAudio = weaponMesh[player].audio.fire:Clone()
fireAudio.Volume *= audio -- audio is a multiplier for how loud the gunfire is.
fireAudio.Parent = weaponMesh[player].Handle -- parent it to the weapons handle
if not fireAudio.IsLoaded then
I think the issue has to do with playing the same ID audio on the same block at once.
I have been able to avoid this issue by playing the audio local to the player firing and globally to all other players. The other players don’t notice the audio is off because they are not the ones firing the weapon, its not a good fix, but it works.