So im making entities for a game, and they have an ambient sound. However if its close it will immediately play, even though i have it set to InverseTapered. Same thing far away. It will also only play at a distance. To note that this is only happening on the client if it were on the server this would not be a problem.
wait so whatâs the problem here?
is it the fact that you can only hear the sound in certain conditions (being close enough and being a certain distance away)?
Itâs probably supposed to be like that based off of InverseTaperedâs description
But I also just read that RollOfMinDistance is â The minimum distance, in studs, at which a 3D Sound (direct child of a BasePart or Attachment) will begin to attenuate (decrease in volume).â
im a goofball, but would increasing RollOffMinDistance help or do you want your sound to be heard from everywhere?
But anyways, if you parent a Sound to Workspace or any of its descendants that donât have a BasePart or Attachment as its ancestor, I believe the sound will be heard everywhere
(Iâm only certain about the workspace part, not sure bout the latter part)
From the docs: A sound is considered âglobalâ if it is not parented to a [BasePart] or an [Attachment]. In this case, the sound will play at the same volume throughout the entire place.
its in a base part tho but my problem is that it just instantly cuts on without it like fading in nor will it be heard from far away even though its literally set to inf
If youâre trying to make the sound heard âeverywhereâ, then please define what you mean.
Do you want the sound to be everywhere in a certain radius (like on a specific map) or just the entire game?
Because it looks like you just need to parent the sound to Workspace and you should be done.
From the docs: How RollOffMaxDistance impacts the attenuation of a sound (manner in which it fades out) is dependent on the Sound.RollOffMode property. When RollOffMode is set to use an inverse type distance model (Inverse or InverseTapered) the RollOffMaxDistance will not [affect] the attenuation of the sound.
setting max distance to inf does not mean you would be able to hear it everywhere on the map or game
If you havenât tried, increase the min distance (RollOffMinDistance), dont worry about RollOffMaxDistance if youâre still using InverseTapered
basically im saying that i want it to be heard everywhere but not blasting in your ears. i want it to be heard everywhere however if its from far away it will start to fade out but still be hearable by a tiny bit