Roblox Noot Noot Script Require
Solution: Your ModuleScript didn't return the table correctly. Always put return ModuleName at the bottom of your ModuleScript.
Because Roblox frequently removes copyrighted or audio assets that get flagged for "spam," many public "Noot Noot" audio IDs get deleted. If you search for a raw script online, it likely contains a dead asset ID.
If you want the current working version, you must do two things:
A full, copy-paste ready "LocalScript" for a tool (a horn) would look like this:
-- LocalScript inside a Tool called "PinguHorn" local tool = script.Parent local player = game.Players.LocalPlayer -- The require statement local soundModule = require(game.ReplicatedStorage:WaitForChild("SoundModule"))
tool.Activated:Connect(function() -- Call the function from the module soundModule:PlayNoot(player, 1.0) end)
You cannot just use any MP3 from the internet. Roblox requires audio assets to be uploaded via a valid Roblox account (Premium required for long sounds). roblox noot noot script require
Now, in any other script (ServerScript, LocalScript, or even another ModuleScript), you call require() to access the PlayNoot function.
-- This is the "require" part of the keyword local SoundModule = require(game.ReplicatedStorage:WaitForChild("SoundBoard"))
-- Trigger the sound when the player jumps game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) character.Humanoid.Jumping:Connect(function() SoundModule.PlayNoot(player, 0.8) end) end) end)
Now, inside a LocalScript (placed in StarterPlayerScripts or a GUI button), we use require to load that library.
-- LocalScript: StarterPlayer.StarterPlayerScripts.NootButtonlocal ReplicatedStorage = game:GetService("ReplicatedStorage")
-- The magic line: "require" fetches our ModuleScript local SoundLibrary = require(ReplicatedStorage:WaitForChild("SoundLibrary")) A full, copy-paste ready "LocalScript" for a tool
-- Wait for the player to load local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait()
-- Example: Press "N" key to Noot game:GetService("UserInputService").InputBegan:Connect(function(input, gameProcessed) if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.N then -- Using the required module SoundLibrary.PlayNoot(Player, 0.8) print("Noot Noot! via Require") end
end)
Why use require here? Because if you need to play 50 different sounds, you only write the logic once in the ModuleScript. Every other script just calls require().
--[[ Roblox Noot Noot Script Features: - Plays "noot noot" sound on demand - Optional character shake / tween animation - Works in most games (LocalScript style) --]]-- Create a remote sound (works in most FE games) local function playNootSound() local soundId = "rbxassetid://183869109" -- Classic Pingu Noot Noot sound local sound = Instance.new("Sound") sound.SoundId = soundId sound.Volume = 1 sound.Parent = game.Workspace sound:Play() You cannot just use any MP3 from the internet
-- Cleanup after playing game:GetService("Debris"):AddItem(sound, 2)end
-- Optional: Animate the character (tween position up/down) local function animateCharacter() local player = game.Players.LocalPlayer local character = player.Character if not character or not character:FindFirstChild("HumanoidRootPart") then return end
local rootPart = character.HumanoidRootPart local originalPos = rootPart.Position local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new( 0.2, -- Time Enum.EasingStyle.Bounce, Enum.EasingDirection.Out ) -- Move up slightly local upGoal = Position = originalPos + Vector3.new(0, 2, 0) local upTween = tweenService:Create(rootPart, tweenInfo, upGoal) upTween:Play() upTween.Completed:Connect(function() local downGoal = Position = originalPos local downTween = tweenService:Create(rootPart, tweenInfo, downGoal) downTween:Play() end)end
-- Main function to trigger Noot Noot local function nootNoot() playNootSound() animateCharacter() -- Comment this line if you don't want animation end
-- Connect to a hotkey (Press "N" to Noot Noot) game:GetService("UserInputService").InputBegan:Connect(function(input, gameProcessed) if gameProcessed then return end if input.KeyCode == Enum.KeyCode.N then nootNoot() print("Noot Noot! 🐧") end end)
-- Optional: Chat command (type ":noot") game:GetService("StarterGui"):SetCore("SendNotification", Title = "Noot Noot Script Loaded", Text = "Press N to Noot Noot!", Duration = 3 )
-- If you want a GUI button instead (uncomment below): -- local screenGui = Instance.new("ScreenGui") -- local button = Instance.new("TextButton") -- button.Size = UDim2.new(0, 100, 0, 50) -- button.Position = UDim2.new(0, 10, 0, 10) -- button.Text = "NOOT NOOT" -- button.Parent = screenGui -- screenGui.Parent = game:GetService("Players").LocalPlayer.PlayerGui -- button.MouseButton1Click:Connect(nootNoot)