Yes, odd question I know, but I dont know any other way to really ask it.
I have a sound and its inside serverstorage. When a player is teleported to the map its supposed to start the sound (which it does). But it doesnt remember the properties I set and it also is only local so other people cannot hear it.
I have filtering enabled turned on. When a player is teleported he is supposed to be breathing quietly but instead its at full blast and none of the settings are remembered. Here is the script.
local breathing = game.ServerStorage:WaitForChild("Breathing"):Clone()
breathing.EmitterSize = 1
breathing.Looped = true
breathing.MaxDistance = 12
breathing.Volume = 0.4
breathing:Play()
Now to give you more clarity, that is a small portion of the script. Its inside a function so it is running, trust me I know its running because when I join my ears die.
It plays it but none of the properties work.

3 comments
maybe put the sound in replicated storage
LocalScripts cannot access ServerStorage.
In addition, when a LocalScript edits a sound's properties, the edited properties will not replicate to everyone else. If you must clone a sound from the server to a player, then edit the properties from the server beforehand, or just edit the sound itself.