local function songs () game.Workspace.Songs.DarudeSand:Play() wait(123) game.Workspace.Songs.Bangarang:Play() wait(94) game.Workspace.Songs.ET:Play() wait(119) game.Workspace.Songs.Poison:Play() end songs() script.Parent.Parent.StarterGui.ShopAct.Frame.ImageButton.MouseButton1Click:Connect(function() if game.Workspace.Songs ~= nil then game.Workspace.Songs:Destroy() elseif game.Workspace.Songs == nil then game.ReplicatedStorage.Songs:Clone(workspace) songs() end end)
It plays the music but whenever I want to mute it, It doesn't work at all.
I'm assuming you destroying and cloning the songs again is what you were doing to "mute" the songs, but it's a whole lot easier than you realize.
local function songs() game.Workspace.Songs.DarudeSand:Play() wait(123) game.Workspace.Songs.Bangarang:Play() wait(94) game.Workspace.Songs.ET:Play() wait(119) game.Workspace.Songs.Poison:Play() end --do this below or you can do it individually, I'm only placing it in a function so it is easier to understand local isMuted = false local function mute() game.Workspace.Songs.DarudeSand.Volume=0 game.Workspace.Songs.Bangarang.Volume=0 game.Workspace.Songs.ET.Volume=0 game.Workspace.Songs.Poison.Volume=0 isMuted = true end local function resume() game.Workspace.Songs.DarudeSand.Volume=1 --volume can be 0-10, but you can play with the settings depending on the song, even can add reverb to them too. game.Workspace.Songs.Bangarang.Volume=1 game.Workspace.Songs.ET.Volume=1 game.Workspace.Songs.Poison.Volume=1 isMuted = false end songs() script.Parent.Parent.StarterGui.ShopAct.Frame.ImageButton.MouseButton1Click:Connect(function() if isMuted = false then mute() else resume() end end)
So you actually don't have any code here that mutes it, is why it is never being muted. What you were doing before was completely stopping the music by destroying it. This way, you can mute it, and unmute it, and it will continue playing even as it's muted.
Also I said you could add reverb to sounds, and to do that you right click the sound and insert object, and then you can add sound effects which each have additional properties you can mess around with.