An engine update has caused bizarre audio behaviour for many users/games.
Reproduction Steps
Join this game: [Carriages+] Wild Horse Islands - Roblox
Listen, you will hear “clicking” or “fireworks” in the distance. (Turn SFX in in-game settings to 100 if you don’t hear it)
These are horse hooves from thousands of studs away, these were not audible until today.
Expected Behavior
To only hear audio within expected range.
Actual Behavior
You hear audio from infinite distances.
Issue Area: Engine Issue Type: Other Impact: Very High Frequency: Constantly Date First Experienced: 2022-05-12 00:05:00 (-06:00)
Thanks for starting a thread. Definitely hope this gets sorted out soon, and definitely before next Thursday. The impact of this could be incredibly high for most games.
Given how we use a lot of ambient world audios, this is causing quite the ruckus when joining.
This additionally started happening for us at the same time as this post is reporting.
Perhaps a bit off-topic, but the now-deleted flag seems to have been SoundsRespectLongTailFx2. When implemented, was the fix meant to let sound objects play even beyond their file’s duration, given they had some form or reverb or echo post-processing added?
If so, this would be really awesome news, as I was having issues with it a couple months back
Yeah! That was exactly the intended fix – without the flag, reverbs and echoes stop once the sound itself stops playing, which is a bug. Once we investigate the issue this flag caused, hopefully we’ll be able to re-enable.