3D Sound being too sensitive

Sadly I’m not sure if this goes in Art Design Support or here, but by my interpretation, I would assume it’s here…

Alright, I’ve been trying to make the sounds I’m using for my gun tool (shoot, reload, etc…) adapt to 3d sound, however, my attempts at that have been a bit unsatisfying due to the sound being louder when panning to the left or right than staring at it directly ( + when panning to the left/right the sound becomes way more louder than it should be in an ear than in the other ear)

Here’s a video to show what I mean (The sound is parented to the part) :

if it comes to be relevant, here’s a screenshot on the sound properties’s emitter tab:

Is there any way to fix this issue I’ve been having? Pretty sure if I kept it in like this it would be unpleasant for the players to hear…

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Oh yeah, I forgot to mention this too. If I haven’t given enough info to identify what is causing the issue (and possibly how to fix it), please warn me.

This issue also popped up in past projects of mine + I haven’t seen any other roblox shooters (that I’ve played) have this issue that I am having right now (I’ve mostly tested this out with Dummies Vs Noobs).

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I’m going to try to find fixes to this issue. Please, if anyone has any thoughts about this, please share them.

I’ve been experiencing this issue aswell, in games published by others in addition to my own in studio. I spent a significant amount of time trying to tweak audio settings on my desktop before I realised that the issue was Roblox exclusive.

huh, strange… That issue does not happen with games by others for me…

Would you mind telling me the games you’ve tested that out? I wish to see if it also happens for me.

Blood and Iron was the most noticeable for me. Stereo audio seems to abrubtly swap between the left and right channels.

This seems to be an issue with the place settings itself, it happens both with the footstep noises made by characters and official Roblox weapon tools I’ve altered for testing

Video showcasing the issue happening with the modded roblox tool:

Video showcasing both the unaltered roblox tool and the footsteps (the camera had to be angled a bit to hear the footsteps too.):

This could be a bug, but I’m not entirely sure, so I’m not filing a report in bug reports in the case this is not a bug and just a problem with settings or other stuff.

Bumping this again, my opinion has changed.

I am very inclined on believing this is a bug, due to footsteps not playing when the player camera is in it’s default settings, but when it is altered to be offsetted a bit the footstep sounds play (see videos above to see what I mean). + why would sounds from official and supported roblox tools be that sensible to the point it’s unconfortable?

Strangley, I can’t seem to replicate this issue in studio anymore. I’ve checked my audio settings and I’m certainly not using mono input. Have you tried playing a spatial audio test to check if for some reason the front channels on your device are recieving less input? I believe there are a few videos on youtube you could use to test.

Nope, doesn’t seem to be the case for me…

I’ve not only tried to check spatial audio with youtube videos, but I’ve also booted up a non roblox game which includes 7.1 surround sound (Half-Life 2) to test that out. Everything seems to be fine…

Also, I’ll reinforce the fact this only happens in my roblox projects. I’ve tested out some 3d sounds on other roblox games and they seem to be fine.

I think roblox may be using a dot product for their stereo sound but they don’t appear to notice that if the dot product is 0(directly perpendicular to the player ears) the sound doesn’t play maybe they should instead make it blend between ears instead of whatever they currently do(check the sign of the dot product and use that to determine what ear to play the sound in) and instead they should make it 50/50 both ears when it is 0 and blend between that depending on the amount it is so maybe like left channel is the dot product + 1 / 2 and the right channel is dot product - 1 / -2?

EDIT:
For now the only solution would be to make a custom audio system that has 2 duplicates of all the sounds next to the players camera and do all the sound calculations yourself.

Although that does sound like a pleasant explanation, that doesn’t really explain how a lot of games on roblox don’t have this issue (from my POV, only my games have this issue).

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Update, I’ve been able to get the sound working once, sadly, I’m not being able to replicate it anymore. What I did was load into my game on studio, spawn a part and then a sound (setting it’s ID and making it looped and playing) and then it somehow worked, gonna try to do more similar results. Doing the process I described again after getting the issue to pop up makes it uneffective.

This is definitely a bug, it stills happens on a freshly made baseplate, and as stated above, I’ve already tested if my equipment’s the problem.

I’ve recorded another video here:


(Notice how if I face the part directly or turn away from the part, the audio cuts off)

Before fowarding this to bug reports, just for more info, here’s the file of the part I used for the test in the video.
SoundPart.rbxm (3.4 KB)

I also forgot to mention this only happens in studio, but it still is a big deal (for me atleast)

I’m currently having the same bug. Does anyone have a fix for it?