Im making this underground music player like a club bunker, and i have added invisible parts covering the enterance and the area. I have a folder with 3 different parts, one at the main entrance playing low audio and area 2 with medium and area 3 which is the club area. I made this script with skip and mute button. The trouble is on line 5 I can't get all of the childrens sound in the folder becuase I don't have a clue yet. The model in line 5 is 3 parts called area with sound parented in it.
local Songs = { 1876360209,6888740313,786465393,6415424340 } local SongObject = script.Parent.Folder.Model:GetChildren() local SkipButton = script.Parent.ProximityPrompt local MuteButton = script.Parent.Mute.ProximityPrompt MuteButton.Triggered:Connect(function() if SongObject.Volume == 4 then SongObject.Volume = 0 MuteButton.ActionText = "Unmute" else SongObject.Volume = 4 MuteButton.ActionText = "Mute" end end) SkipButton.Triggered:Connect(function() SongObject:Stop() end) while true do for i = 1, #Songs do local Song = Songs[i] SongObject.SoundId = "rbxassetid://" .. Song SongObject:Play() repeat wait() until not SongObject.IsPlaying end end
You can get all the sounds by using a for loop with pairs. (ipairs are for arrays, but I think you can use both regardless idk about this you should search this one up.)
So here's is how you could put this.
MuteButton.Triggered:Connect(function() for _, songs in pairs(SongObject) do -- what this does is, it loops through everything inside of SongObject then changes them or does something with them with the code you put. if songs.Volume == 4 then songs.Volume = 0 MuteButton.ActionText = "Unmute" else songs.Volume = 4 MuteButton.ActionText = "Mute" end end end)
Btw I didn't test this so I have no idea if this'll work. It should but not confirmed. Comment if it doesn't.
READ: Also, I don't quite understand what you're saying. Do the sounds already exist inside of a part or something? I'm seeing other code that suggests otherwise.