Selecting an ancestor of a Sound can play the sound at seemingly random positions

Given that a Sound instance is a descendant of a MeshPart instance and has its “Playing” property enabled, whenever an ancestor of the sound is selected, the sound will begin to play at a position other than that of the MeshPart.
This only occurs when the beta feature “Texture Generation” is enabled.

Enabled Beta Features:

  • Dragger QoL Improvements
  • Faster Play Solo
  • Grass Length Customization
  • In-experience CSG Improvements
  • Luau Native Code
  • Mutlilayer Wrap Fix
  • Notched Screen Support
  • Terrain Editor
  • Texture Generator - Only occurs when this feature is enabled
  • UIListLayout Flex Features
  • Updated Docking System
  • Updated Roblox Controls
  • Upgraded Shorelines

Studio Version:
0.619.0.6190508 (64bit)

Reproducton:

  1. Open a new baseplate project in Studio
  2. Add a MeshPart to the workspace. You don’t need to set the MeshId.
  3. Add a Sound to the MeshPart. Enable the “Playing” property and set the SoundId to any valid id (e.g. 1841998406).
  4. Select the MeshPart. The sound will begin playing at a seemingly random position until the MeshPart is deselected.

For whatever reason, the position that the sound plays at is influenced by what types of siblings and ancestors it has, as well as what particular instance is selected.

Examples
  • Parenting the sound to workspace.MeshPart and selecting workspace.MeshPart will play the sound at 0, 0, 0
  • Parenting the sound to workspace.MeshPart.MeshPart and selecting workspace.MeshPart will play the sound at 20, 0, 0
  • Parenting the sound to workspace.MeshPart when workspace.MeshPart also has a VehicleSeat parented to it and selecting workspace.MeshPart will play the sound at 13, 0, 4. Selecting workspace will play the sound at 16, 0, 4.

Expected Behavior:
When any ancestor of a sound with “Playing” enabled is selected, the sound should either not play at all, or play at the position of its parent.

A private message is associated with this bug report

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Getting similar issues with our game! In studio, our footstep sounds play from random time positions and get duplicated or choppy. But in a live client, they play normally!

Studio behavior, observe how the sounds start from a random time position:

Live client behavior, observe how the sounds play normally as expected:

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