If the object is distance based, there will be a folder with a sound instance inside. The sound is cloned by the localplayer and the localplayer script clones the sound back into the object, this sound is now local due to 'FilteringEnabled' limitations and how it works.
For any object with a prefix DB containing a sound instance will be assigned to table, where a renderstepped function will constantly be sending requests to check the magnitude distance between the camera and object.
The sound is copied back into the object via the localscript. Followed with FX's provided by the gameEngine. These FX's are dependent upon the magnitude value.
Plan
Catagories of sound files for the game:
If the object is distance based, there will be a folder with a sound instance inside. The sound is cloned by the localplayer and the localplayer script clones the sound back into the object, this sound is now local due to 'FilteringEnabled' limitations and how it works.
For any object with a prefix DB containing a sound instance will be assigned to table, where a renderstepped function will constantly be sending requests to check the magnitude distance between the camera and object.
The sound is copied back into the object via the localscript. Followed with FX's provided by the gameEngine. These FX's are dependent upon the magnitude value.