Audio API: Streaming issue

When an AudioEmitter is unloaded by StreamingEnabled, the audio currently playing from the AudioEmitter will continue playing and will act like a ‘Sound’ that is not parented to any part (aka it plays without an origin location, destroying the ears of players)

Expected behavior

When AudioEmitter is unloaded by StreamingEnabled, audio is not audible by client.

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Hey @cl0vermead0w – I wasn’t able to reproduce this exactly; I tried a few things:

First I tried attaching an AudioEmitter to a Part, and setting Workspace.StreamingTargetRadius to 64

After running away from the part, both the Part & AudioEmitter stream out, and the AudioPlayer wired to the emitter falls silent – which sounds like what you expected

Then I tried parenting the AudioEmitter to a Model that has a Part
Screenshot 2025-04-20 at 4.23.07 PM
with this setup, after running away from the part, it streams out, but the Model & AudioEmitter do not. So, audio continues emitting from the Model’s position; in this case, that’s inferred to be wherever the part used to be – maybe this is what you’re encountering?

If that’s the case, it’s possible to make the model also stream-out alongside any of its constituent Parts by setting ModelStreamingMode to Atomic
Screenshot 2025-04-20 at 4.25.55 PM

Do you have an rbxl that reproduces the bug? I can take a look

Unfortunately, I can only replicate this bug in a certain place and it is quite sensitive and large. We are setting up AudioEmitters via script, so maybe that could reproduce the issue? If not then I’ll just close this since if you aren’t able to reproduce I’m just assuming something is wrong with our configuration.

Are AudioEmitters parented to Models in your place?

If it’s caused by the default model-streaming behavior, you could try making those models Atomic so that their constituent parts always exist alongside the Model & Emitter

You could also try setting Workspace.ModelStreamingBehavior to Improved – this will cause Models to stream-out once all of their constituent parts have streamed-out

Thanks - I’ll give that a go;

I do also have users reporting that the sound doesn’t stop, even once they’ve turned down their volume to 0 via the Roblox escape menu, until the model loads again. Which suggests it maybe isn’t my configuration. I’ll give the ModelStreamingBehavor change a try and see if it solves the issue.

Still happening, can’t figure out why. Just going to set the affected models to Persistent and hope it helps.

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Hi there, reopened the thread in case anyone else is encountering this. Did switching to Persistent solve this issue for you?

I’m encountering this issue in a project I’m working on, with both StreamingEnabled and Improved ModelStreamingBehavior turned on. When a player first joins the game, assets begin to stream in. and during this time, it appears that some sounds are played before they are properly parented to model with a part/PrimaryPart. Due to this the audio behaves as if it was playing globally since it has no origin and comes across as unusually loud.

Thanks - to clarify, is this for Sound instances or the newer API components?

We have experienced it with both, the instruments in our game use the new API components whilst most of the combat SFX use the Sound instances.