Sound rolloffmode/rolloffdistance doesnt change when fired from a script/local script

So I recently have made a game which has weapons and items, these weapons play a certain sound when hitting a humanoid (like a crash or a hit), but the problem is everyone on the map can hear it and it doesnt seem to be coming from any source that has a rolloffdistance. The items that are creating these sounds are weapons and heals that are being cloned from replicated storage, (The scripts that play the sounds have the sounds as their children and are both scripts and local scripts inside the tool). I only want the sound of the hits and items to be in a certain radious (roughly 50-70 studs), I have tried to combat this issue by changing the max rolloffdistance from 10000 to 50 and changing the rolloffmode to linear. But still there is nothing that changes when i do this, the sounds can still be heard where ever you are, however I do have some models in workspace with sounds that have rolloffmodes that do work properly. I figured the problem might be that the sounds are being fired from a script/local script or they are being cloned?

(All of my weapons have the same scripts but with different sounds and animations)

Thanks for reading
-Ryan

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I almost forgot to say, the sounds in the models from workspace are not being played by a script and just have playing = true.

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I also had the same problem, at first I even thought it was a system bug.
I just found the reason. Your Sound.Parent determines whether this parameter is valid.

You need to set your Sound.Parent as a Part (or any object with world coordinates), and you will find that everything meets your expectations

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