Sound.Looped does not work for specific sound ID

Issue Type: Other
Impact: Moderate
Frequency: Constantly
Date First Experienced: 2021-04-05

Reproduction Steps:
Create a sound instance and set it to looped, use the sound ID: 3786250088

I have tested this in Studio and PC + Mobile client using two different accounts.
The sound is a minute long so you increase the playback speed to save time.

Expected Behavior:
The sound should be audible after the first loop.

Actual Behavior:
After the first loop or two the sound is no longer audible but Sound.TimePosition will still progress as if the sound is playing.

6 Likes

Hello @Razorter

As of playing back the sound, it should be fixed. If not, follow these steps.

1.Reinstalling/Updating audio drivers. Do Windows + R, type “devmgmt.msc” and press Ok or Enter, Open “sound, video and game controllers”, right click your headphones/audio device and click Update, if there aren’t no updates instead right click the audio device, uninstall device, and restart your computer.

2.Reinstalling Roblox Studio. Find the official guide here.

3.Fixing Roblox Studio Audio. Click on File, Studio Settings, Studio, scroll all the way down to Audio, “Only Play Audio from Window in Focus” unchecked, and “Server Audio Behavior” set to “Online Game” or “Enabled”

EDIT: Nevermind, It finally did it after 7 times. This must be a bug with audio.

1 Like

I’ve just stumbled into this as well, thought I messed something up but after seeing this it would seem to be an engine issue. I have ambient sounds for our game and after the first loop it no longer can be heard

2 Likes

Very strange bug indeed.


For now until this is fixed, make sure Looped is set to false, and put a script like this inside of the sound.

script.Parent.Ended:Connect(function()
	script.Parent:Play()
end)

Seems to loop for me when I use a script like that.


Never seen anything like this before… My guess is that your sound file might be corrupted or something, causing it to not loop properly.

2 Likes

Yes, I have experienced this as well for this ID: 245020332

Another temporary workaround is

sound.DidLoop:Connect(function()
     sound.TimePosition = 0
end)

(Setting TimePosition seems to fix the audio after looping)

I feel more comfortable setting the time position instead because I’m able to keep the audio on looped for when or if this gets fixed.

2 Likes

Thanks for reporting! The issue is being investigated and we’ll follow up when we have an update for you.

7 Likes

This issue should now be resolved!

5 Likes

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.