Sound instantly cutting off even though its set at InversedTapered

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.

Properties (yeah im confused too):

image

Any help will be appreciated.

bro why does noone help me bruh :sob:

Why is your maximum roll off distance infinite?

Known to be buggy when it is.

it used to be lower but i changed it to inf to see if i could hear it but nope

wait so what’s 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)?

the problem is that even though i have it literally set to inf it will only be heard from a close distance

unless my mind is messed up or something

Also something i find weird is that only when the screen shake is happening thats when you will hear the entities

It’s probably supposed to be like that based off of InverseTapered’s description

But I also just read that RollOfMinDistance is ‘ The minimum distance, in studs, at which a 3D Sound (direct child of a BasePart or Attachment) will begin to attenuate (decrease in volume).’

im a goofball, but would increasing RollOffMinDistance help or do you want your sound to be heard from everywhere?

i want it to be heard from everywhere, its a rooms fan game (idk if you know what that is)

nah i live under a rock lol

But anyways, if you parent a Sound to Workspace or any of its descendants that don’t have a BasePart or Attachment as its ancestor, I believe the sound will be heard everywhere

(I’m only certain about the workspace part, not sure bout the latter part)

From the docs: A sound is considered “global” 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

and its set to inversetaperede

try setting RollOffMinDistance to inf, or at least something bigger

having to be within 5 studs of the base part for it to be heard at max volume is probably too little

the maxdistance IS inf so yeah

If you’re trying to make the sound heard “everywhere”, 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.

Sorry if I am misunderstanding you.

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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 haven’t tried, increase the min distance (RollOffMinDistance), dont worry about RollOffMaxDistance if you’re still using InverseTapered

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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

So you’re saying that you want the sound to have a very wide radius where you can hear it?
That isn’t “everywhere.”