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?
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.
Yeah, it just has a sound object inside and a settings object for a few extra things. You can add the sound modifiers inside of the sound object.
While that will work, it’s not currently properly supported, so there can be cases where the sound object is cloned before the modifiers have loaded in. I can certainly fix it so that it adds any sound modifier that has loaded after the fact, and that should give the desired outcome?
Sorry for the wait, I had to do some other things as well. But I’ve updated this to now support sound modifiers officially. Let me know if there’s anything else that you might find useful.
Thank you, I hope this helps you out. Also I think there are a lot of friendly developers out there, it’s just that some people can be a bit too prideful. I prefer to help and grow with everyone, because I believe that we’re all on the same team here.
(Also I still plan to do the dynamic echo/muffle system at some point as mentioned here, but I’ve still got a few things to do ahead of that for now)
I’ve just updated this to now support property/modifier changes.
This means that touching a sound part with the same sound and SoundId will still update other properties, including which sound modifiers are used. With this, it’s now possible to have different sound properties and modifiers of the same sound without it interfering with the TimePosition or anything else.
In addition to this, those properties and sound modifiers (and the properties of each modifier) will now also update live. These changes will only occur if the currently active sound is the exact same one as the one you’re changing the properties/modifiers of.
Almost forgot to mention that this includes adding or removing sound modifiers.
While everything appears to be working as intended, please let me know if you find any bugs with this.
(Once again, you can run this script in your console in order to update all of your current sound parts in your workspace to the most recent version)
The latest version doesn’t support it, but the next version may support directional sound that can be enabled via a setting or perhaps a separate type of sound part that acts slightly differently.
I’m assuming I did something wrong. Could you help? This kit would be a lifesaver for the type of game I’m making. Thanks!
The screenshot is in the roblox client, but it has the same error in studio. Additionally, it doesn’t turn transparent, I’m assuming because it didn’t get that far in the script.
Yeah, that would probably be why. I believe setting it to be persistent will fix it? I’m not entirely sure as I haven’t worked with streaming a whole lot.
However, I’ve updated the model to maybe work with StreamingEnabled by default?
You can update your previous sound parts with this script, let me know if that helped any.
Actually there does appear to be an issue. Due to how the newer dynamic systems for when a sound modifier is loaded in, that will apparently trigger incorrectly with streaming enabled. I need to see how I can fix that.
Okay, I’ve updated this so that it will detect StreamingEnabled and disable streaming out for sound parts. There’s probably a better way to go about this, but this appears to be the easiest fix.
The only thing to note about this change is that the sound part will be inside of a model now instead of being a raw part. Which also means that if you have any scripts that rely on waiting for a sound part to load in, each sound part will likely trigger it twice if you’re doing it by name, so you should also check if the name matches and if it’s a model. If you’re not doing that, this is basically irrelevant then and will work without issue (outside of not streaming out, but these are very basic parts, so it shouldn’t be a problem).
Also, the reason I had to do this is because attributes don’t appear to persist when streamed out. I may fix this in a future update as I think I only need to move the attributes into variables instead. Only reason I didn’t do that originally is in case anyone wants to use the attributes externally in another script (unlikely, but you never know).