Music System Bug

Hello! I was trying to create a local music system the other day, and I was successful. Well, for the most part. Every now and then, 2 songs play at once. I don’t know why this is; the code looks perfectly fine to me. I was hoping someone could help me out! :happy1:

I have a folder in ReplicatedStorage that contains all of the sounds which are to be played by this LocalScript in StarterGui:

local MusicFolder = game.ReplicatedStorage:WaitForChild("Music") -- music folder 

local AvailableMusic = MusicFolder:GetChildren() -- the sounds

while true do
	
	local randomTrack = AvailableMusic[math.random(1, #AvailableMusic)] -- gets a random sound
	
	wait(2) -- delay before next song plays
	
	randomTrack:Play() -- plays the selected sound
	
	wait(randomTrack.TimeLength) -- waits for the sound to end (by waiting its TimeLength)
	
end

It works fine most of the time, as I said. I just need some quick help to debug it. Thanks!

If you forgot the issue, it was that sometimes 2 songs would play at once.

Move this script to StarterPlayer > StarterPlayerScripts

You are probably resetting and it is adding two of the scripts

1 Like
local MusicFolder = game.ReplicatedStorage:WaitForChild("Music")
local TimeBetweenTracks = 1.5
local AllowRepeats = false
local Debug = true


function dbgP(m)
	if Debug then
		print("DBG("..script.Name.."): "..m)
	end
end


local LastSongId = ""
while true do
	local Songs = MusicFolder:GetChildren()
	math.randomseed(tick())
	local Song = Songs[math.random(1,#Songs)]:Clone()
	if Song.SoundId == LastSongId and not AllowRepeats then
		dbgP("Repeated Song: "..Song.Name)
		wait()
		if #Songs <= 1 then
			dbgP("#Songs <= 1 -> break")
			break
		end
		continue
	end
	Song.Parent = workspace
	if not Song.IsLoaded then
		dbgP("Waiting for: "..Song.Name)
		Song.Loaded:wait()
	end
	dbgP("Playing: "..Song.Name.." For: "..Song.TimeLength.." Seconds.")
	Song:Play()
	LastSongId = Song.SoundId
	wait(Song.TimeLength)
	Song:Destroy()
	wait(TimeBetweenTracks)
end

I have a quick update.

The solution proposed by @AdjacentPhoenix is extremely effective, but I just ran into the problem again. The script is in StarterPlayer > StarterPlayerScripts. Any ideas as to why this may be still happening (even with rare circumstances)?

you can check when a sound finishes playing with .Ended

something like

Sound.Ended:Connect(function()

randomMusic:Play()

end)

You can use .Ended:Wait() to pause the thread until the sound ending event is fired. I also fixed up some things in the script (see the comments). Hope this helps.

local ReplicatedStorage = game:GetService("ReplicatedStorage") --You should use GetService, it's a better development practice
local MusicFolder = ReplicatedStorage.Music --You don't need to use WaitForChild in ReplicatedStorage
local AvailableMusic = MusicFolder:GetChildren()

while true do
	local randomTrack = AvailableMusic[math.random(1, #AvailableMusic)]
	
	wait(2)
	randomTrack:Play()
	
	randomTrack.Ended:Wait()
end

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