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SoundGroup

A SoundGroup is used to manage the volume and sound effects on multiple Sounds at once. Sounds in the SoundGroup will have their volume and effects adjusted by the SoundGroup.

Member index 1

HistoryMember
553Volume: float
inherited from Instance
553Archivable: bool
635Capabilities: SecurityCapabilities
553ClassName: string
553Name: string
553Parent: Instance
635Sandboxed: bool
616UniqueId: UniqueId
553className: string
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
486GetChildren(): Objects
462GetDebugId(scopeLength: int = 4): string
486GetDescendants(): Array
486GetFullName(): string
462GetPropertyChangedSignal(property: string): RBXScriptSignal
641GetStyled(name: string): Variant
576GetTags(): Array
576HasTag(tag: string): bool
486IsA(className: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
580IsPropertyModified(name: string): bool
573Remove(): null
576RemoveTag(tag: string): null
580ResetPropertyToDefault(name: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
553children(): Objects
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
553getChildren(): Objects
462isA(className: string): bool
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462Changed(property: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
553childAdded(child: Instance)

Description

A SoundGroup is used to manage the volume and effects on multiple Sounds at once. Every sound in the sound group will have its volume adjusted by the group's SoundGroup.Volume property. If the SoundGroup has any SoundEffects as children, those effects will be applied to all of the Sounds in the group.

The SoundGroup.Volume property acts as a multiplier, and thus sounds in a SoundGroup will retain their relative volumes when it is set. This means if a sound's volume is 0.5 and it is assigned to a SoundGroup with a volume of 0.5, its effective volume will be 0.25.

Grouping sounds of the same category has several uses for developers. One common usage of a sound group is to assign all of the music that can play in game to a SoundGroup called "music." Players could then easily toggle all music on or off.

Setting sound groups

A Sound is added to a SoundGroup by setting the Sound.SoundGroup property of the Sound. A Sound can only be in one SoundGroup at a time. Whilst they can be parented elsewhere, it is recommended to keep SoundGroups parented to the SoundService. In the below example, a sound is parented to a SoundGroup called 'Music'.

Sound.SoundGroup = game:GetService("SoundService"):FindFirstChild("Music")

History 5

Members 1

Volume

TypeDefault
float0.5

The volume multiplier applied to Sounds that are in the SoundGroup. This value ranges from 0 to 10.

This property acts as a multiplier, and thus sounds in a SoundGroup will retain their relative volumes when it is set. This means if a sound's Sound.Volume is 0.5 and it is assigned to a SoundGroup with a volume of 0.5, its effective volume will be 0.25.

History 4

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