This wasnt an issue i was having before? I feel like it could be linked to playing sounds from the SoundService (Since i previously used replicated storage for sounds)
Here is the code i am using:
local SoundService = game:GetService("SoundService")
function SoundController:Play(soundName, parent)
local sound = SoundService:FindFirstChild(soundName, true)
if sound then
if parent then
sound = sound:Clone()
table.insert(self.ExtraSounds, sound)
sound.Parent = parent
if not sound.Looped then
sound.Ended:Connect(function()
sound:Destroy()
self.ExtraSounds[sound] = nil
end)
end
end
print("Playing sound")
sound:Play()
return sound
else
warn("Sound not found", soundName)
end
end
I dont think it is a system issue since i tried it on multiple platforms and received complaints from multiple players
Here is a video which shows what i mean:
Expected behavior
The sound should be playing as normal without skipping any sounds.
Just for extra information (I’m not a staff member) - how long is the sound effect? Is there several seconds of silence afterwards causing each individual sound to overlap? I don’t know if Roblox has issues with too many sound effect tracks, but it’s worth a look.
Apologies for the late reply, this track that is shown in the video is 0.145 seconds. I have also had the same issue with other tracks which are longer (1-2 seconds).
The issue happens when you try to play the sound before it has loaded. To fix this, you need to wait until the sound effect loads in before playing it. There is an event and a boolean called Loaded and IsLoaded (respectively)