Sounds created by scripts can not loop

If a script creates a sound instance and sets the looped property to true, the sound will loop, but PlaybackLoudness keeps at 0 when the sound starts playing back again. Only works with a specific sound ID.
I have no idea when this bug started happening.

Steps to reproduce:

  • Create a new sound instance using Instance.new and set it’s parent to a part in workspace, a model in workspace or SoundService.
  • Set looped property to true.
  • Make sure the SoundId property is set to “rbxassetid://4900451423”. For some reason it only happens with this sound.
  • Play back the sound using Sound:Play()
  • Wait for the sound to end
  • Observe that - inspecting using studio explorer on local test/team test - the sound is playing back and Sound.TimePosition is changing accordingly, but Sound.PlaybackLoudness is always 0 and will always be 0 until the sound is paused and then resumed.

Example Script:

-- Server Script in ServerScriptService
local sound = Instance.new('Sound', workspace) -- The parent doesn't matter. Can be a 3D or 2D sound
sound.SoundId = 'rbxassetid://4900451423' -- Can only be reproduced with this sound ID
sound.Looped = true -- Looped must be set to true here
if not sound.IsLoaded then
	sound.Loaded:Wait()
end
sound:Play() -- Can be replaced with sound.Playing = true
3 Likes

Thanks for the report! We’ve filed a ticket to our internal database and we’ll follow up when we have an update for you.

2 Likes

Has there been any update on this issue? It recently started happening to me both in studio and in game.

@OuterspaceNemo Just an update, apparently this issue happens with archived sounds. Sounds that are archived can still be played, but they can’t loop. I’m not completely sure about this though.

Hey @VinBR205; I wasn’t immediately able to reproduce this – is this still happening?

It’s been a long time. I can no longer reproduce this, and I am not aware of this happening in my game anymore.

Trying to play an archived audio prints out a 403 Forbidden error in the console now, so I presume it has been fixed with the changes in how audio permissions works.