so i have a localscript meant to do footstep sounds based on what you're walking on, and it seems the raycast is fine, and the modulescript i have for playing audios easily works as well, as it "plays" an audio and uses the print inside the module to show me what it's playing, no errors. but even in 1st person i dont hear the sounds. only when i stand on the edge and force the raycast to return air does it play the default folder. im not sure since the output didn't say something like that, but it may be because of the asset manager verification thing they make you do? or it's just that the folder fetching i do is wrong? although it shows fine in the output again, im lost on this one
#Raycasting help
1 messages · Page 1 of 1 (latest)
this is the FootstepsHandler, StarterPlayer.StarterCharacterScripts.FootstepsHandler
local function setupDefaults(character: Model)
...
...
-- setup the footstep player part
local stepSoundPart = Instance.new("Part")
local weld = Instance.new("WeldConstraint")
weld.Name = "FootstepSoundOriginTOHumanoidRootPartWeld"
weld.Parent = stepSoundPart
stepSoundPart.Name = "FootstepSoundOrigin"
weld.Part0 = hrp
weld.Part1 = stepSoundPart
stepSoundPart.CanCollide = false
stepSoundPart.Massless = true
stepSoundPart.CanTouch = false
stepSoundPart.Transparency = 1
stepSoundPart.Parent = character
stepSoundPart.Size = Vector3.new(1, 0.5, 1)
stepSoundPart.Position = hrp.Position + Vector3.new(0, -2.5, 0)
...
...
-- attach function when joining and resets
if player.Character then
setupDefaults(player.Character)
end
player.CharacterAdded:Connect(function(character:Model)
setupDefaults(character)
end)
the snippet of the part that creates the soundorigin part inside BaseSetup local script, StarterPlayer.StarterCharacterScripts.BaseSetup
and the modulescript handling the random selection from a folder, ReplicatedFirst.Modules(folder).CustomSoundPlayerModule
I don't see you calling AudioEmitter anywhere. You have it setup but not called.
its called in another script for human screams and yelling dw