I’m at my wits end with these sound bugs. The following report is from extensive testing in the Apocalypse Games Beta. Apocalypse Games [Beta] - Roblox
In the first 5 minutes of gameplay, most sounds clip in the first split second of them playing. After the initial (very loud) clip, the sound continues playing normally. This tends to happen with global sounds, especially those under the effects of a soundscape. The clipping sounds as if there’s a delay before the sound reacts to the distance a player is from its source. For the first split second, it sounds as if the source is right next to the player, and then continues playing from a distance. This doesn’t happen all the time, and seems to go away after the first few minutes of gameplay.
However, after 10-15 minutes of playing Apocalypse Games Beta, nearly every single sound fails to play. Even the default Roblox walking sound falls silent. Local and global sounds alike, eventually just stop playing. It’s not even an issue where part of the sound stops working. (like it used to before the sound engine was updated) The entire sound fails to play. I was lead to believe that the sound engine was specifically updated to prevent this from happening, yet now it occurs more than ever before. Perhaps it has to do with the player constantly dying and respawning, as this is very common in Apoc Games.
So I’ve been told that if the scripts aren’t written properly, the sounds won’t play as intended. But what exactly would be the properly way to play the sounds?
The sound problems I’m getting in Call of Robloxia has something similar. Sounds that played a distance away by other players firing their guns seem to stutter a lot and have strange pitches, even though the exact same sound plays fine when I fire the gun myself.
The 3d issue is a known one and something we are looking into. As far as sounds not playing, my experience is with scripts calling play+stop in very fast succession, giving the impression that a sound isn’t ever played. I saw this with some of the older rocket scripts out there.
I haven’t looked at how your level uses sounds, but the reason some rocket scripts, for example, can call play+stop very quickly seems due to some other bug outside the sound engine related to recognizing when the rocket touches something.