Walk sound only plays after jumping

I changed the standard walking sound in RbxCharacterSounds and now the sound is completly silent untill I jump once to activate it, any ideas on how to fix this?

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You have to post your script so we can try to help.

--!nonstrict
-- Roblox character sound script

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")

local AtomicBinding = require(script:WaitForChild("AtomicBinding"))

local function loadFlag(flag: string)
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled(flag)
	end)
	return success and result
end

local FFlagUserAtomicCharacterSoundsUnparent = loadFlag("UserAtomicCharacterSoundsUnparent")

local SOUND_DATA : { [string]: {[string]: any}} = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
	},
	Died = {
		SoundId = "rbxasset://sounds/uuhhh.mp3",
	},
	FreeFalling = {
		SoundId = "rbxasset://sounds/action_falling.mp3",
		Looped = true,
	},
	GettingUp = {
		SoundId = "rbxasset://sounds/action_get_up.mp3",
	},
	Jumping = {
		SoundId = "rbxasset://sounds/action_jump.mp3",
	},
	Landing = {
		SoundId = "rbxasset://sounds/action_jump_land.mp3",
	},
	Running = {
		SoundId = "rbxassetid://11293815655",
		Looped = true,
	    Volume = 0.3,
		Pitch = 1.4,
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3",
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6,
	},
}

-- map a value from one range to another
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number
	return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end

local function playSound(sound: Sound)
	sound.TimePosition = 0
	sound.Playing = true
end

local function shallowCopy(t)
	local out = {}
	for k, v in pairs(t) do
		out[k] = v
	end
	return out
end

local function initializeSoundSystem(instances)
	local player = instances.player
	local humanoid = instances.humanoid
	local rootPart = instances.rootPart

	local sounds: {[string]: Sound} = {}

	-- initialize sounds
	for name: string, props: {[string]: any} in pairs(SOUND_DATA) do
		local sound: Sound = Instance.new("Sound")
		sound.Name = name

		-- set default values
		sound.Archivable = false
		sound.RollOffMinDistance = 5
		sound.RollOffMaxDistance = 150
		sound.Volume = 0.65

		for propName, propValue: any in pairs(props) do
			(sound :: any)[propName] = propValue
		end

		sound.Parent = rootPart
		sounds[name] = sound
	end

	local playingLoopedSounds: {[Sound]: boolean?} = {}

	local function stopPlayingLoopedSounds(except: Sound?)
		for sound in pairs(shallowCopy(playingLoopedSounds)) do
			if sound ~= except then
				sound.Playing = false
				playingLoopedSounds[sound] = nil
			end
		end
	end

	-- state transition callbacks.
	local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = {
		[Enum.HumanoidStateType.FallingDown] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.GettingUp] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.GettingUp)
		end,

		[Enum.HumanoidStateType.Jumping] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Jumping)
		end,

		[Enum.HumanoidStateType.Swimming] = function()
			local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)
			if verticalSpeed > 0.1 then
				sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
				playSound(sounds.Splash)
			end
			stopPlayingLoopedSounds(sounds.Swimming)
			sounds.Swimming.Playing = true
			playingLoopedSounds[sounds.Swimming] = true
		end,

		[Enum.HumanoidStateType.Freefall] = function()
			sounds.FreeFalling.Volume = 0
			stopPlayingLoopedSounds(sounds.FreeFalling)
			playingLoopedSounds[sounds.FreeFalling] = true
		end,

		[Enum.HumanoidStateType.Landed] = function()
			stopPlayingLoopedSounds()
			local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)
			if verticalSpeed > 75 then
				sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
				playSound(sounds.Landing)
			end
		end,

		[Enum.HumanoidStateType.Running] = function()
			stopPlayingLoopedSounds(sounds.Running)
			sounds.Running.Playing = true
			playingLoopedSounds[sounds.Running] = true
		end,

		[Enum.HumanoidStateType.Climbing] = function()
			local sound = sounds.Climbing
			if math.abs(rootPart.AssemblyLinearVelocity.Y) > 0.1 then
				sound.Playing = true
				stopPlayingLoopedSounds(sound)
			else
				stopPlayingLoopedSounds()
			end
			playingLoopedSounds[sound] = true
		end,

		[Enum.HumanoidStateType.Seated] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.Dead] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Died)
		end,
	}

	-- updaters for looped sounds
	local loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = {
		[sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3)
			sound.Playing = vel.Magnitude > 0.1
		end,

		[sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): ()
			if vel.Magnitude > 75 then
				sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
			else
				sound.Volume = 0
			end
		end,

		[sounds.Running] = function(dt: number, sound: Sound, vel: Vector3)
			sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
		end,
	}

	-- state substitutions to avoid duplicating entries in the state table
	local stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = {
		[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
	}

	local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState()

	local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
		state = stateRemap[state] or state

		if state ~= activeState then
			local transitionFunc: () -> () = stateTransitions[state]

			if transitionFunc then
				transitionFunc()
			end

			activeState = state
		end
	end)

	local steppedConn = RunService.Stepped:Connect(function(_, worldDt: number)
		-- update looped sounds on stepped
		for sound in pairs(playingLoopedSounds) do
			local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound]

			if updater then
				updater(worldDt, sound, rootPart.AssemblyLinearVelocity)
			end
		end
	end)

	local function terminate()
		stateChangedConn:Disconnect()
		steppedConn:Disconnect()

		if FFlagUserAtomicCharacterSoundsUnparent then
			-- Unparent all sounds and empty sounds table
			-- This is needed in order to support the case where initializeSoundSystem might be called more than once for the same player,
			-- which might happen in case player character is unparented and parented back on server and reset-children mechanism is active.
			for name: string, sound: Sound in pairs(sounds) do
				sound:Destroy()
			end
			table.clear(sounds)
		end
	end

	return terminate
end

local binding = AtomicBinding.new({
	humanoid = "Humanoid",
	rootPart = "HumanoidRootPart",
}, initializeSoundSystem)

local playerConnections = {}

local function characterAdded(character)
	binding:bindRoot(character)
end

local function characterRemoving(character)
	binding:unbindRoot(character)
end

local function playerAdded(player: Player)
	local connections = playerConnections[player]
	if not connections then
		connections = {}
		playerConnections[player] = connections
	end

	if player.Character then
		characterAdded(player.Character)
	end
	table.insert(connections, player.CharacterAdded:Connect(characterAdded))
	table.insert(connections, player.CharacterRemoving:Connect(characterRemoving))
end

local function playerRemoving(player: Player)
	local connections = playerConnections[player]
	if connections then
		for _, conn in ipairs(connections) do
			conn:Disconnect()
		end
		playerConnections[player] = nil
	end

	if player.Character then
		characterRemoving(player.Character)
	end
end

for _, player in ipairs(Players:GetPlayers()) do
	task.spawn(playerAdded, player)
end
Players.PlayerAdded:Connect(playerAdded)
Players.PlayerRemoving:Connect(playerRemoving)

There is a much simple way using a local script: Get the player.Character humanoidrootpart’s run sound then change its id, hope this helps

local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local HRP = char:WaitForChild("HumanoidRootPart")

local run = HRP:FindFirstChild("Running")

while task.wait() do
   if run then
      run.SoundId = "rbxassetid://ID_HERE"
      -- Change the other properties if you want
   end
end

Dosent work still dosent play running sound unless I jumped first

Remove the change you made on RbxCharacterSounds, thats probably why its still not working.

Ive already deleted the script

Have you put your run sound id on the “ID_HERE”?

Yes I have (not enough characters to post aaaaaa)

Is there any errors on the output? I need more details about the problem

No errors all I did was start the game copy the rbxcharacter sounds script stop the game paste it in and change the sound id to another one

Hmm, ima test the run sound id to see what’s wrong.

Its a private audio.
Also here’s some changes:

-- Local Script in StarterCharacterScripts
local char = script.Parent
local HRP = char:WaitForChild("HumanoidRootPart")

-- The rest you know.

Still dosent work I guess ill just use the standard roblox walk sound

There’s probably something wrong on the sound id itself :confused:

Ill try with another sound id and see if it works

Nope tried it with multiple diffrent sound id’s from the toolbox none of them work but its not a big deal im only making the game to learn scripting

1 Like

Try loading the sound in as a variable at the beginning of the script, not in the while true do loop.

1 Like