I’m currently facing a strange issue and I’m not sure how to fix it.
In my game Saber Unbound, I keep having a problem where the clash sounds either load inconsistently or don’t play at all when joining.
I’m currently running the sounds via the client and haven’t seen any errors in the console. I’ve also tried preloading the sounds and even placing them in Workspace, so they should have been loaded, right? One other potential issue could be that my game has a large number of sounds. If that’s the case, is there a way to prioritize the clash sounds since they’re essential?
It also doesn’t show any “failed to load” messages in the developer console.
Overall, there are no errors in the console, and I haven’t found any forum posts that really address this.
Does anyone know why this might be happening or have suggestions for fixing it?
When you’re talking about this Sound Instance, you could check with .IsLoaded Property if the sound is loaded. But other than that, can you maybe provide some code where you play the sounds or load them? – Maybe there is a general Issue on how you’re loading the sounds.
We can’t help with simply “I keep having a problem where the clash sounds either load inconsistently or don’t play at all when joining”. Could you please provide some code or put this in bug reports if you’re not planning on giving us additional information?
well what code would you like to see, i can send you where i preload the sounds the folder i have all the sounds in or even where i play them… it doesnt really matter i think because its all kind of basic code…
Indeed the preload and the playing, but if it’s standard code that we can all guess then you should just create a bug report with more detailed info. There’s a low chance someone here will know what to do… A suggestions from me: try putting the sounds in a part and see if that fixes the issue (if it’s not a ui sound).
I’ve found this related thread of someone pushing the limits and yes, sounds can off if you have too much of them running at the same time. For you it’s time for optimization
well let me tell you something crazy, all of the sounds i use are in a module and only when players have data relating to the sounds will they play/load… so i really do not see where i can optimize this more im sure if i only have ids in a module while not actually using the soundmodule it cant load right? maybe its the other players you can hear with other sounds that somehow reaches a limit?
Perhaps you could try using SoundService:PlayLocalSound() instead of Sound:Play() so you’re 100% sure it only plays locally, but at this point you can also just create a bug report.
putting it in a part seemed to work now all sounds are loaded in, i do not know why i couldnt preload them or anything else but now atleast it works so ty!