Hey @NOTEKAMI – it looks like the MaterialAudio script can end up positioning some parts that have AudioEmitters at suuuuuuuuuper far away positions; I added this line as a diagnostic
if AudioEmitterPart.Position.Y < -1000000000000 then
print("Woah")
end
and it fires whenever I place my camera near the tent, just like you said.
When this happens, some calculations inside the audio engine end up generating infinity or NaN, which corrupts a lot of other math as a result, and all audio goes silent
We’re going to patch our code to make it more robust against this, but you may also be able to work around it by clamping the positions of those AudioEmitterParts
I decided to check what I get when using workspace:Blockcast() and I sometimes get NaN, but all the data I pass looks normal, does this means that this is also an engine bug?
Hey, now the audio doesn’t break when receiving NaN!
But unfortunately the main problem with Blockcast (Shapecast and Spherecast i belive too) still returns NaN under certain conditions