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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

Sound

Inherits from: Instance → Object

Sound is an object that emits sound. When placed in a BasePart or an Attachment, this object will emit its sound from that part's BasePart.Position or the attachment's Attachment.WorldPosition. In this placement, a Sound exhibits the Doppler effect, meaning its frequency and pitch varies with the relative motion of whatever attachment or part it is attached to. Additionally, its volume will be determined by the distance between the client's sound listener (by default the Camera position) and the position of the sound's parent. For more information, see RollOffMode.

A sound is considered "global" if it is not parented to a BasePart or an Attachment. In this case, the sound will play at the same volume throughout the entire place.

Inherits from: Instance

Memory category: Internal

Code samples: View on Creator Hub (Sound-3D-Parent).

Properties

NameType / ReturnsDescription
Sound.AudioContentContentA reference to an audio asset.
Sound.EmitterSizefloatThe minimum distance, in studs, at which a 3D Sound (direct child of a BasePart or Attachment) will begin to attenuate (decrease in volume).
Sound.IsLoadedbooleanThis property is true when the Sound has loaded from Roblox servers and is ready to play.
Sound.IsPausedbooleanRead-only property which returns true when the Sound is not playing.
Sound.IsPlayingbooleanRead-only property which returns true when the Sound is playing.
Sound.isPlayingboolean
Sound.LoopedbooleanSets whether or not the Sound repeats once it has finished playing.
Sound.LoopRegionNumberRangeA range denoting a desired loop start and loop end within the PlaybackRegion, in seconds.
Sound.MaxDistancefloatThe maximum distance, in studs, a client's listener can be from the Sound\s origin and still hear it. Only applies to Sounds parented to a Part or Attachment (3D sounds).
Sound.MinDistancefloatThe minimum distance at which a 3D Sound (direct child of a BasePart or Attachment) will begin to attenuate. Effectively, the emitter size.
Sound.PitchfloatSets how high pitched and fast a Sound is when it is played. The greater the integer, the higher and faster the Sound is.
Sound.PlaybackLoudnessdoubleA number between 0 and 1000 indicating how loud the Sound is currently playing back.
Sound.PlaybackRegionNumberRangeA range denoting a desired start and stop time within the TimeLength, in seconds.
Sound.PlaybackRegionsEnabledbooleanIf true, this property gives your Sound access to the PlaybackRegion and LoopRegion properties which can more-accurately control its playback.
Sound.PlaybackSpeedfloatDetermines the speed at which a Sound will play, with higher values causing the sound to play faster and at a higher pitch.
Sound.PlayingbooleanIndicates whether the Sound is currently playing.
Sound.PlayOnRemovebooleanWhen true, the Sound will play when it is removed from the experience.
Sound.RollOffMaxDistancefloatThe maximum distance, in studs, a client's listener can be from the sound's origin and still hear it. Only applies to Sounds parented to a BasePart or Attachment.
Sound.RollOffMinDistancefloatThe minimum distance, in studs, at which a Sound which is parented to a BasePart or Attachment will begin to attenuate (decrease in volume).
Sound.RollOffModeRollOffModeControls how the volume of a Sound which is parented to a BasePart or Attachment attenuates (fades out) as the distance between the listener and parent changes.
Sound.SoundGroupSoundGroupThe SoundGroup that is linked to this Sound.
Sound.SoundIdContentIdContent ID of the sound file to associate with the Sound.
Sound.TimeLengthdoubleThe length of the Sound in seconds.
Sound.TimePositiondoubleProgress of the Sound in seconds. Can be changed to move the playback position of the Sound both before and during playback.
Sound.VolumefloatThe volume of the Sound.

Inherited from Instance

NameType / ReturnsDescription
Instance.ArchivablebooleanDetermines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published.
Instance.archivableboolean
Instance.CapabilitiesSecurityCapabilitiesThe set of capabilities allowed to be used for scripts inside this container.
Instance.IsInSandboxbooleanIndicates whether the instance is inside a sandboxed container.
Instance.NamestringA non-unique identifier of the Instance.
Instance.ParentInstanceDetermines the hierarchical parent of the Instance.
Instance.PredictionModePredictionModeReflects the client-side prediction mode applied to the instance under server-authoritative physics.
Instance.RobloxLockedbooleanA deprecated property that used to protect CoreGui objects.
Instance.SandboxedbooleanWhen enabled, the instance can only access abilities in its Capabilities list.
Instance.UniqueIdUniqueIdA unique identifier for the instance.

Inherited from Object

NameType / ReturnsDescription
Object.ClassNamestringA read-only string representing the class this Object belongs to.
Object.classNamestring

Sound.AudioContent

This property is a reference to an audio asset.

FieldValue
typeContent
tags["Hidden"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAsset
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.EmitterSize

Deprecated. This property has deprecated in favor of Sound.RollOffMinDistance and Sound.RollOffMaxDistance which should be used instead in new work.

The minimum distance, in studs, at which a 3D Sound (direct child of a BasePart or Attachment) will begin to attenuate (decrease in volume).

Sounds parented to a BasePart or Attachment that are descendants of the Workspace are considered 3D sounds and their volume while playing is dependent on the distance between the client's sound listener (Camera position by default) and the Sound's parent. Two properties influence this behavior EmitterSize and Sound.RollOffMode.

The way the Sound attenuates (fades out) after the distance between the listener and the sound exceeds the EmitterSize is determined by RollOffMode.

FieldValue
typefloat
tags["Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":false}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-3D-Parent).

Sound.IsLoaded

This property is true when the Sound has loaded from Roblox servers and is ready to play. You can use this property and the Loaded event to verify a sound has loaded before playing it.

FieldValue
typeboolean
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAsset
serialization{"can_load":false,"can_save":false}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Loaded).

Sound.IsPaused

This read-only property returns true when the Sound is not playing. Note that it can return true if a sound has been paused using Pause(), if it has been stopped using Stop(), or the sound has never been played.

As IsPaused is read-only, it cannot be used to stop the sound; Stop() or Pause() should be used instead.

FieldValue
typeboolean
tags["Hidden","ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":false,"can_save":false}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-IsPlaying-IsPaused).

Sound.IsPlaying

This read-only property returns true when the Sound is playing.

As IsPlaying is read-only, it cannot be used to play the sound; Play() should be used instead.

FieldValue
typeboolean
tags["Hidden","ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":false,"can_save":false}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-IsPlaying-IsPaused).

Sound.isPlaying

Deprecated. This deprecated property is a variant of Sound.IsPlaying which should be used instead.

FieldValue
typeboolean
tags["ReadOnly","NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}
capabilities["LegacySound"]

Sound.Looped

This sets whether or not the Sound repeats once it has finished playing. Looped sounds are suitable for a range of applications including music and background ambient sounds.

The DidLoop event can be used to track the number of times as sound has looped.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Looping-2).

Sound.LoopRegion

A range denoting a desired loop start and loop end within the PlaybackRegion, in seconds.

FieldValue
typeNumberRange
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryRegions
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.MaxDistance

Deprecated. This property has deprecated in favor of Sound.RollOffMinDistance and Sound.RollOffMaxDistance which should be used instead in new work.

The maximum distance, in studs, a client's listener can be from the Sound origin and still hear it. Only applies to Sounds parented to a Part or Attachment (3D sounds).

How MaxDistance impacts the attenuation of a sound (manner in which it fades out) is dependent on the Sound.RollOffMode property. When RollOffMode is set to use an inverse type distance model (Inverse or InverseTapered) the MaxDistance will not effect the attenuation of the sound. This means that low values for MaxDistance will cause the sound to abruptly cut off when the listener reaches the MaxDistance. In most cases this is not desirable and developers are advised not to use low MaxDistance values.

When RollOffMode is set to a linear type distance model (Linear or LinearSquared) the sound will attenuate between Sound.EmitterSize and MaxDistance (with playback volume reaching zero at MaxDistance). This is less realistic, but in some cases allows attenuation to be handled in a more intuitive way.

FieldValue
typefloat
tags["Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-MaxDistance).

Sound.MinDistance

Deprecated. MinDistance has been superseded by Sound.EmitterSize, whose name better describes this properties behavior.

The minimum distance at which a 3D Sound (direct child of a BasePart or Attachment) will begin to attenuate. Effectively, the emitter size.

FieldValue
typefloat
tags["Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":false}
capabilities["LegacySound"]

Sound.Pitch

Deprecated. This property has been deprecated in favor of Sound.PlaybackSpeed whose name suits the behavior better.

Sets how high pitched and fast a Sound is when it is played. The greater the integer, the higher and faster the sound is.

FieldValue
typefloat
tags["Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":false}
capabilities["LegacySound"]

Sound.PlaybackLoudness

A number between 0 and 1000 indicating how loud the Sound is currently playing back. This property reflects the amplitude of the sound's playback in the instance of time it is read.

FieldValue
typedouble
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":false,"can_save":false}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-PlaybackLoudness).

Sound.PlaybackRegion

A range denoting a desired start and stop time within the TimeLength, in seconds.

FieldValue
typeNumberRange
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryRegions
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.PlaybackRegionsEnabled

If true, this property gives your Sound access to the PlaybackRegion and LoopRegion properties which can more-accurately control its playback.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.PlaybackSpeed

Determines the speed at which a Sound will play, with higher values causing the sound to play faster and at a higher pitch.

FieldValue
typefloat
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-PlaybackSpeed).

Sound.Playing

Indicates whether the Sound is currently playing. This can be toggled, and this property will always replicate.

In Studio's Properties window, while in Edit mode, toggling Playing to true does not begin playing the sound, but the sound will begin playing during runtime.

This property should not be confused with IsPlaying which is a read-only property.

Note that when Playing is set to false, the TimePosition property of the sound will not reset, meaning that when Playing is set to true again, the audio will continue from the time position it was at when it was stopped. However, if the Play() function is used to resume the sound, the time position will reset to 0.

FieldValue
typeboolean
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Playing).

Sound.PlayOnRemove

When true, the Sound will play when it is removed from the experience by parenting the Sound or one if its ancestors to nil. This means all of the following will cause the sound to play when PlayOnRemove is true:

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryBehavior
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.RollOffMaxDistance

The maximum distance, in studs, a client's listener can be from the sound's origin and still hear it. Only applies to Sounds parented to a BasePart or Attachment.

How RollOffMaxDistance impacts the attenuation of a sound (manner in which it fades out) is dependent on the RollOffMode property.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryEmitter
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.RollOffMinDistance

The minimum distance, in studs, at which a Sound which is parented to a BasePart or Attachment will begin to attenuate (decrease in volume).

How RollOffMinDistance impacts the attenuation of a sound (manner in which it fades out) is dependent on the RollOffMode property.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryEmitter
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.RollOffMode

This property controls how the volume of a Sound which is parented to a BasePart or Attachment attenuates (fades out) as the distance between the listener and parent changes.

For details on the different modes, see RollOffMode.

FieldValue
typeRollOffMode
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryEmitter
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.SoundGroup

The SoundGroup that is linked to this Sound.

FieldValue
typeSoundGroup
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryRouting
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.SoundId

This property is the content ID of the sound file to associate with the Sound. See Audio Assets for more information.

FieldValue
typeContentId
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAsset
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Sound.TimeLength

The length of the Sound in seconds. If the Sound is not loaded, this value will be 0.

This property is often used in conjunction with PlaybackSpeed to adjust the speed of a sound so that it lasts for a specific duration.

FieldValue
typedouble
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAsset
serialization{"can_load":false,"can_save":false}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-PlaybackSpeed-TimeLength).

Sound.TimePosition

This property reflects the progress of the Sound in seconds. It can be changed to move the playback position of the sound both before and during playback.

As a Sound is played, TimePosition increases at a rate of PlaybackSpeed per second. Once TimePosition reaches TimeLength, the sound will stop unless it is Looped.

Note that setting TimePosition to a value greater than the length in a looped track will not cause it to wrap around. If that behavior is desired, consider the following code snippet:

FieldValue
typedouble
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-TimePosition, Sound-TimePosition-2).

Sound.Volume

The volume of the Sound. Can be set between 0 and 10 and defaults to 0.5.

Note that if the Sound is a member of a SoundGroup, its playback volume (but not its Volume property) will be influenced by the group's SoundGroup.Volume property.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPlayback
serialization{"can_load":true,"can_save":true}
capabilities["LegacySound"]

Methods

NameType / ReturnsDescription
Sound:Pause()Pauses playback of the Sound if it is playing.
Sound:pause()
Sound:Play()Plays the Sound.
Sound:play()
Sound:Resume()Resumes the Sound.
Sound:Stop()Stops the Sound.
Sound:stop()

Inherited from Instance

NameType / ReturnsDescription
Instance:AddTag()Applies a tag to the instance.
Instance:childrenInstancesReturns an array of the object's children.
Instance:ClearAllChildren()This method destroys all of an instance's children.
Instance:CloneInstanceCreate a copy of an instance and all its descendants, ignoring instances that are not Archivable.
Instance:cloneInstance
Instance:Destroy()Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children.
Instance:destroy()
Instance:FindFirstAncestorInstance?Returns the first ancestor of the Instance whose Instance.Name is equal to the given name.
Instance:FindFirstAncestorOfClassInstance?Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className.
Instance:FindFirstAncestorWhichIsAInstance?Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstChildInstance?Returns the first child of the Instance found with the given name.
Instance:findFirstChildInstance
Instance:FindFirstChildOfClassInstance?Returns the first child of the Instance whose ClassName is equal to the given class name.
Instance:FindFirstChildWhichIsAInstance?Returns the first child of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstDescendantInstance?Returns the first descendant found with the given Instance.Name.
Instance:GetActorActor?Returns the Actor associated with the Instance, if any.
Instance:GetAttributeVariantReturns the value which has been assigned to the given attribute name.
Instance:GetAttributeChangedSignalRBXScriptSignalReturns an event that fires when the given attribute changes.
Instance:GetAttributesDictionaryReturns a dictionary of the instance's attributes.
Instance:GetChildrenInstancesReturns an array containing all of the instance's children.
Instance:getChildrenInstances
Instance:GetDebugIdstringReturns a coded string of the debug ID used internally by Roblox.
Instance:GetDescendantsInstancesReturns an array containing all of the descendants of the instance.
Instance:GetFullNamestringReturns a string describing the instance's ancestry.
Instance:GetStyledVariantReturns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified.
Instance:GetStyledPropertyChangedSignalRBXScriptSignalReturns an event that fires when the given style property changes on the instance.
Instance:GetTagsArrayGets an array of all tags applied to the instance.
Instance:HasTagbooleanCheck whether the instance has a given tag.
Instance:IsAncestorOfbooleanReturns true if an Instance is an ancestor of the given descendant.
Instance:IsDescendantOfbooleanReturns true if an Instance is a descendant of the given ancestor.
Instance:isDescendantOfboolean
Instance:IsPropertyModifiedbooleanReturns true if the value stored in the specified property is not equal to the code-instantiated default.
Instance:QueryDescendantsInstancesReturns an array containing all descendants of the instance that match the selector string.
Instance:Remove()Sets the object's Parent to nil, and does the same for all its descendants.
Instance:remove()
Instance:RemoveTag()Removes a tag from the instance.
Instance:ResetPropertyToDefault()Resets a property to its default value.
Instance:SetAttribute()Sets the attribute with the given name to the given value.
Instance:WaitForChildInstanceReturns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Inherited from Object

NameType / ReturnsDescription
Object:GetPropertyChangedSignalRBXScriptSignalGet an event that fires when a given property of the object changes.
Object:IsAbooleanReturns true if an object's class matches or inherits from a given class.
Object:isAboolean

Sound:Pause

This method pauses playback of the Sound if it is playing, setting Playing to false. Unlike Stop(), it does not reset TimePosition, meaning the sound can be resumed using Resume().

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).

Sound:pause

Deprecated. This deprecated function is a variant of Sound:Pause() which should be used instead.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["LegacySound"]

Sound:Play

This method plays the Sound and sets TimePosition to the last value set by a script (or 0 if it has not been set), then sets Playing to true.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).

Sound:play

Deprecated. This deprecated function is a variant of Sound:Play() which should be used instead.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["LegacySound"]

Sound:Resume

This method resumes the Sound and sets Playing to true. Does not alter TimePosition and thus can be used to resume playback of a sound paused through Pause().

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).

Sound:Stop

This method stops the Sound and sets Playing to false, then sets TimePosition to 0.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).

Sound:stop

Deprecated. This deprecated function is a variant of Sound:Stop() which should be used instead.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["LegacySound"]

Events

NameType / ReturnsDescription
Sound.DidLoopFires whenever the Sound loops.
Sound.EndedFires when the Sound has completed playback and stopped.
Sound.LoadedFires when the Sound is loaded.
Sound.PausedFires whenever the Sound is paused using Pause().
Sound.PlayedFires whenever the Sound is played using Play().
Sound.ResumedFires when the Sound is resumed using Resume().
Sound.StoppedFires when the Sound is stopped through using Stop().

Inherited from Instance

NameType / ReturnsDescription
Instance.AncestryChangedFires when the Instance.Parent property of this object or one of its ancestors is changed.
Instance.AttributeChangedFires whenever an attribute is changed on the Instance.
Instance.ChildAddedFires after an object is parented to this Instance.
Instance.childAdded
Instance.ChildRemovedFires after a child is removed from this Instance.
Instance.DescendantAddedFires after a descendant is added to the Instance.
Instance.DescendantRemovingFires immediately before a descendant of the Instance is removed.
Instance.DestroyingFires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy().
Instance.StyledPropertiesChangedFires whenever any style property is changed on the instance, including when a property is set to nil.

Inherited from Object

NameType / ReturnsDescription
Object.ChangedFires immediately after a property of the object changes, with some limitations.

Sound.DidLoop

Fires whenever the Sound loops. Returns soundId and numOfTimesLooped, giving the content ID of the sound and the number of times looped respectively.

When the Sound is stopped through Stop(), the looped counter resets meaning the next DidLoop event will return 1 for numOfTimesLooped.

Parameters

NameTypeDefaultDescription
soundIdstringThe SoundId of the Sound that looped.
numOfTimesLoopedintThe number of times the Sound has looped.
FieldValue
securityNone
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Looping-2).

Sound.Ended

Fires when the Sound has completed playback and stopped. This event is often used to destroy a sound when it has completed playback:

sound:Play()
sound.Ended:Wait()
sound:Destroy()

Note that this event will not fire for sounds with Looped set to true, as they continue playing upon reaching their end. This event will also not fire when the sound is stopped before playback has completed; for this use the Stopped event.

Parameters

NameTypeDefaultDescription
soundIdstringThe SoundId of the Sound that has ended.
FieldValue
securityNone
capabilities["LegacySound"]

Sound.Loaded

Fires when the Sound is loaded.

As this event only fires at the time the sound is loaded, it's recommended to check the sound's IsLoaded property prior to connecting to this event.

Parameters

NameTypeDefaultDescription
soundIdstringThe SoundId of the Sound that loaded.
FieldValue
securityNone
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Loaded).

Sound.Paused

Fires whenever the Sound is paused using Pause().

Parameters

NameTypeDefaultDescription
soundIdstringThe SoundId of the Sound that was paused.
FieldValue
securityNone
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).

Sound.Played

Fires whenever the Sound is played using Play(). This event will not fire if the Sound is played due to PlayOnRemove being set to true and the sound being destroyed.

Parameters

NameTypeDefaultDescription
soundIdstringThe SoundId of the Sound that was played.
FieldValue
securityNone
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).

Sound.Resumed

Fires when the Sound is resumed using Resume().

Parameters

NameTypeDefaultDescription
soundIdstringThe SoundId of the Sound being resumed.
FieldValue
securityNone
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).

Sound.Stopped

Fires when the Sound is stopped through using Stop(). Destroying a sound while it is playing will not cause this event to fire.

Parameters

NameTypeDefaultDescription
soundIdstringThe SoundId of the Sound that stopped.
FieldValue
securityNone
capabilities["LegacySound"]

Code samples: View on Creator Hub (Sound-Functions).