With FE being so strict that ClickDetector clicks don’t replicate to the server, I would imagine something like sounds being played in Workspace by a LocalScript would never even dream of being replicated to other clients with FE on, but they are.
If this is an intended feature, it shouldn’t be. Exploiters can use this to play horrible game-ruining sounds and mess up the experience for other users.
Place:
(FE is on, LocalScript in PlayerGui listens for ClickDetector clicks and plays the sound in the part when clicked, other players can hear the sound played from the LocalScript)
I might and probably am wrong, but some time ago I heard something along the lines of ClickDetectors now replicating click events to all players/server again. That would explain why the sound can be heard by everyone.
Can confirm, ran into this issue when I was working on Club Boates a while back. In the end, I had to parent the sounds to the player’s PlayerGui object in order to prevent replication of the audio.
The sound system works independently from FilteringEnabled. The way sounds work is that if anyone, the server or a client, :Play()s a sound, it plays that sound everywhere else. The caveat to this being that if the sound does not exist, it does not get played. If you want to have local sounds, use a sound that was locally created or is in a place other clients can’t access (i.e. the PlayerGui or a local part)
There’s nothing particularly wrong with this setup except the off chance that exploiters could play sounds. They won’t be able to play inserted sounds because the inserted sound won’t replicate to other players. They’ll only be able to play sounds that exist in your game already for everyone else to hear.
I don’t believe they do replicate. I just started up a place with a server script hooked up to .MouseClick on a click detector, and the code that was in the MouseClick event never ran when I clicked the part that the click detector was in.