Fe Annoying Sound Controll | Script *op* | Hydrog...
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Prevents sounds from triggering when an object is deleted (a common trick for loud exit noises). 📜 Example Script Logic (Functional) FE Annoying Sound Controll Script *OP* | Hydrog...
local MAX_VOLUME = 0.5 local FORBIDDEN_IDS = {1234567, 8901234} -- Add annoying IDs here local function cleanSound(sound) if sound:IsA("Sound") then -- Volume Control if sound.Volume > MAX_VOLUME then sound.Volume = MAX_VOLUME end -- Blacklist Check for _, id in pairs(FORBIDDEN_IDS) do if sound.SoundId:find(tostring(id)) then sound:Stop() end end end end -- Scan existing and watch for new game.Workspace.DescendantAdded:Connect(cleanSound) for _, v in pairs(game.Workspace:GetDescendants()) do cleanSound(v) end Use code with caution. Copied to clipboard Are you targeting a specific game, or do you want a script
Automatically detects and mutes sounds that play on a loop faster than 0.1 seconds. Copied to clipboard Automatically detects and mutes sounds
Only allows sounds to play if they are within a specific stud radius of your character.
Select a specific user and silence all sounds parented to their character or tools.