I have a bullet hit sound so when you hit a material different types play different sounds but for some reason if I change the pitch to add variety if I no longer hear the sound.
Hers my code I set playback speed at the bottom
local HitAudioPart = Instance.new("Part")
HitAudioPart.Position = HitPosition
HitAudioPart.Anchored = true
HitAudioPart.CanCollide = false
HitAudioPart.Transparency = 1
HitAudioPart.Size = Vector3.new(1, 1, 1)
HitAudioPart.Parent = workspace.IgnoreFolder
DebrisService:AddItem(HitAudioPart, 25)
local ClonedAudio = CurrentWeapon.Handle.HitSound:Clone()
ClonedAudio.SoundId = BulletImpactSounds[string.sub(tostring(HitMaterial), 15)]
ClonedAudio.Volume = 3
ClonedAudio.Parent = HitAudioPart
ClonedAudio:Play()
ClonedAudio.PlaybackSpeed = math.random(.75, 1.25)
I am very confused as to why this breaks it. If I comment out the playback speed line it works fine so it has to do with playback speed.
Anyone have any ideas?
-SOLVED- I have since solved this if anyone else has this problem. Its because of math.random for some reason. If I use Random.new:NextNumber() it works fine :)

1 comment
You used floating point numbers in your math.random arguments and math.random just calls math.floor on your parameters.