The new update has caused firing audio in my FPS game to break.
Originally you’d be able to fire and a sound would be cloned and played in the PlayerGui of the Player so that you hear each individual firing noise and it wont sound like a sound is stopping and replaying.
Whats happening is now it will still instance all these sounds per-shot, but instead of playing them consecutively, the game will play one sound after another ONLY if the last sound is finished playing. Aka instead of an automatic firing sound, you get a series of single-shot sounds that player ever N seconds (n representing the Playtime of the sound.)
To Sum up: Multiple sounds are having :Play() called on them, but only a few are actually playing and can only be played after another sound with the same Content is done playing.
Here’s an example (Bad recording quality but its for auditory purposes.)
I’m having issues just playing Sounds parented to Parts via Server script. I have 4 identical Scripts all playing random sounds on the same Event Trigger (fireworks sounds), however, it’s like only 1 of them is actually working.
Thank the gods, I was thinking “how the hell did my update break the gun sounds” and now I know it wasn’t my fault. FIX ASAP.
Edit: It’s a pretty awful time for this to happen considering Phantom Forces (which is particularly affected by this bug) is currently running a sponsorship for Rogue one
I had a problem in my game where half of the audios (some fired by several different scripts, impossible for them all to be broken) had stopped working entirely.