Fe Annoying Sound Controll Script *op* | Hydrog... May 2026
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
Instantly stops all active sounds in the workspace for the local player.
Prints the ID of every sound played in the console so you can identify the source of annoying music. FE Annoying Sound Controll Script *OP* | Hydrog...
A ChildAdded listener that detects new Sound objects and disables them immediately.
Only allows sounds to play if they are within a specific stud radius of your character. local MAX_VOLUME = 0
Automatically detects and mutes sounds that play on a loop faster than 0.1 seconds.
Prevents sounds from triggering when an object is deleted (a common trick for loud exit noises). 📜 Example Script Logic (Functional) A ChildAdded listener that detects new Sound objects
Here is a snippet showing how to implement the and Anti-Spam logic: