Stupid question probably, but can I make an unlimited amount of sound areas with this?
Theoretically yes, although I have yet to test it at any extreme. You can have each sound part cover an entire area, or you could use them at the borders (or entrance/exist) of each zone.
Thought this was a sound effect kit due to name, but turns out it’s an api, either way, I will use this! I heavily rely on sound.
Let me know if there’s anything else sound related that might be useful to you
Oh I would love an “ambient” sound module! Like echo or something.
Do you mean something similar to this, but where it modifies audio when touched? Or do you mean a sound object that automatically adapts to the environment?
This.
I will consider this, however a dynamic system like that will have to make a lot of assumptions about what the environment is intended to be.
Common environments will probably be just empty rooms or forests. (Or outside rain but EQS could make use for that though they’re hard to setup.)
What kind of sound modifiers did you have in mind? The only thing that comes to mind is echo, which I assume would be based on material and perhaps room size, and then muffle for if the sound is occurring behind a wall or something?
Yeah exactly these.
Seems simple enough, I’ll update this thread when I get around to making a prototype of that.
Players.Sceletons.PlayerGui.SoundPartService.Sound Controller [Sound]:4: attempt to index nil with 'FindFirstChildOfClass'
Is the error I get.
It should be fixed now. You can update all of your sound parts with the script I posted in your command line.
I would recommend that everyone else do the same as well.
Thank you so much! This is by far the best Ambience Sound script I’ve ever seen on Roblox. Nothing I’ve made compares to this! Can’t wait to see more from you.
Hey, I have an idea
Maybe you can use configurations to determine the sound ID and the reverb? So you can make a configuration where the user will paste the ID of the sound, and that will play, AND you can input for example “City” reverb, and the chosen reverb type will echo I guess? Or a custom amount of echo?
TL;DR:
Make this be a sound and echo kit.
This would make my developing life a lot easier.
Do you mean what was talked about here, or something else?
Although if you’re only looking to add echo manually, you already can with the current sound object. However, there’s a chance it won’t work because it’s not waiting for any sound modifiers. I suppose one thing I could do is have it clone the sound modifier if any load in after the fact. Is that what you’re looking for?
Yes, I basically want to use custom reverbs on certain sound areas.
Oh, do you mean that a specific reverb is added to all audio that’s played within a region? Sorry if I’m not understanding.
No problem, my explaining isn’t at it’s best today.
Basically, allow us to set custom reverbs for regions? For example in sound service you have a list of different reverbs like sewer, city, forest etc. Allow us to use custom reverb options on sounds.
Let me know if you need some more “great” explaining from me
EDIT:
Does the kit use sound Instances or does it just grab the ID from the web? I haven’t gotten to test this yet, but I already love it. I’m just wondering, because if it uses sound instances, I can just add and equalizer/echo, and hence reverb myself.