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Print(game:getservice("soundservice").respectfi... -

Ten different players started playing ten different bass-boosted songs. Since the server was "blindly following" the client's command to play music, the sounds stacked into a distorted wall of noise.

Here is a short story exploring what happens when that property changes. The Day the Music Didn't Stop print(game:GetService("SoundService").RespectFi...

print(game:GetService("SoundService").RespectFilteringEnabled) Because RespectFilteringEnabled was now false , the game

The "Respect" was gone. Suddenly, a single "Noob" player in the town square equipped a Golden Boombox. On his screen, he pressed . Because RespectFilteringEnabled was now false , the game engine didn't just play the sound for him—it broadcast the sound ID to the server, which then dutifully told every other player to play it, too. Within minutes, Cyber-City turned into a sonic nightmare: The city’s "Filtering" was respected

When the console output true , the city was a masterpiece of sound design. If a player clicked a boombox, they heard their music, but the rest of the server enjoyed the ambient hum of the rain and the lo-fi background track. The city’s "Filtering" was respected; what happened on one player's screen stayed on their screen.

Players began to leave. The city’s carefully crafted atmosphere was replaced by the sound of 1,000 exploding ducks.