Sound not playing globally

Hello
I try to play a sound globally (like all the player near the part will be able to hear it, but i’m pretty much stuck, because no sound is player.
(I have a Script in ServerScriptService that manage my traps. but the sound isn’t played.

If somebody can also explain to me, what do i need to change to change the radius of the sound.

Here is the script in ServerScript:

-- << Variables >> --

local TweenService = game:GetService("TweenService")

local StockFolder = game.Workspace.Levels.Level1.Traps.FakePillars
local PillarsTable = StockFolder:GetChildren()
local breakingSound

local Tw_Info = TweenInfo.new(
	1,
	Enum.EasingStyle.Quad,
	Enum.EasingDirection.In,
	0,
	false,
	0
)

-- << Function >> --
for i, v in pairs(PillarsTable) do
	local Detector = v:FindFirstChild("Detector")
	Detector.Touched:Connect(function(ReturnPart)
		local humanoid = ReturnPart.Parent:FindFirstChild("Humanoid")
	
		if humanoid then
			local breakingSound = v.Detector.BreakSound ------Here is the sound
		
			humanoid.Health = 0
			breakingSound:Play() -----Here is the sound played
			local Pillar_Debris = game.ReplicatedStorage.Debris:Clone()
			Pillar_Debris.Parent = game.Workspace.Levels.Level1.Temporary
			Pillar_Debris.Position = v.PrimaryPart.Position + Vector3.new(0,-4.5,0)
		
			v:Destroy()
			wait(1)
			local Tween_Result = TweenService:Create(Pillar_Debris,Tw_Info, {Transparency = 1})
			Tween_Result:Play()
			Tween_Result.Completed:Connect(function()
				Pillar_Debris:Destroy()
			end)
			
			-- WAIT A BIT, CLONE OBJECT
		end
	
	end)
end

And here is the explorer:
image

So the sound need to be played before the pillar is destroyed

1 Like

Try to set the sound’s PlayOnRemove property to true and remove breakingSound:Play()

This doesn’t change anything.
I don’t know why the sound isn’t played.
My sound is on the workspace inside a folder. (attached to a part) but why does that sound is not play.

Change TimePosition to 0. I think this is solution.

2 Likes

Nice thanks u very much :+1:, i’ve been struggling with this for a long time.

Then like that other player will hear it ? and what is the property then to change the “radius” where the sound is audible.

Do you mean this? Sound | Roblox Creator Documentation

yes seems to be that.
Because i look at the property of the sound but i was lost x).
I will try that later thanks!

1 Like

After some test, yes it’s this property, but i’m having a issues, when my player go beyond this limit, the sound just cut himself without any fade or something ( i try reading this aboute Sound.RollOffMode) but i don’t understand the difference and how can i fix that ?
Thanks

Its because Sound.RollOffMinDistance should be less than Sound.RollOffMaxDistance.
If your Sound.RollOffMaxDistance is 100 then set Sound.RollOffMinDistance to 90 or less.

1 Like

yes i read and test a lot about that, but still if my player go beyond the limit of Sound.RollOffMinDistance, then the sound stop.
Here is the properties:

You probably need to remove this sound from part or attachment and put it in other place. (it should not be a descendant of the part or attachment.) Then in script you need to write a new way to the sound and play it. This probably will not be affected by distance and will not be a “3D” sound, but you can write your own script that will fade sound’s volume based on distance from Detector brick. I hope this will help.

1 Like

Thanks for your answer. I will try. Again thanks for all.