No more saving, loading or managing messy save data. All changes immediately apply to your game. Simply click on an Audio Instance in the Explorer, and when you come back, load it in the plugin automatically to continue working on it.
Below is an example of creating a 3D AudioEmitter, heard by an AudioListener.
How can I do this myself?
Playing the audio
In the plugin, create an AudioPlayer. Add an asset to play as a test sound.
Create an AudioEmitter, and wire the Player and Emitter together.
Set the AudioEmitter parent to wherever you want the sound to come from in the Workspace.
Hearing the audio
By default, if VoiceChatService.UseAudioApi is enabled, then Roblox creates an AudioListener in your camera during runtime. If you would rather create a manual setup, try the following:
Create an AudioListener. Click “Add Script.” This script will automatically parent the Listener to your camera when you playtest. Make sure the AudioListener is in SoundService, or the Workspace.
Create an AudioDeviceOutput. Wire the Listener and DeviceOutput together.
Playtest in Studio, select the AudioPlayer and run the following command in the command bar: game.Selection:Get()[1]:Play()
this might be awesome for the audio related plugins, looks very promising so far!!
i love how it’s well made and even tho, the design looks clean and organized
If the “Update” button isn’t visible, then Audio Stage Pro is already up to date!
You can check the plugin’s version with the “Info” button on the top left of the widget.
If the “Update” button isn’t visible, then Audio Stage Pro is already up to date!
You can check the plugin’s version with the “Info” button on the top left of the widget.
Added Proxy Instances (AutoListener, AutoDeviceInput and DefaultListener)
Added settings menu with 7 settings (suggest more!)
Added preset audios to AudioPlayer with 3 presets (suggest more here too!)
Improved certain workflows
Several undo/redo reliability fixes
The OP will be updated with more recent screenshots and example tutorials soon.
About the beta status
The plugin currently has the majority of the features planned for full release. However, Proxies require further testing and improvement. Expect Audio Stage Pro to leave beta within 1-2 months.
What's a Proxy?
Proxies act as placeholders for an instance that will exist during runtime, but not while editing (while playtesting, when playing in Roblox etc.)
For example, the AutoListener will create a hidden “proxy” listener in Studio so you can preview how it will behave without needing to playtest. It also creates a LocalScript that automatically creates an AudioListener in your camera once the game is played. The script automatically connects whatever it was connected to in the plugin during runtime.
If the “Update” button isn’t visible, then Audio Stage Pro is already up to date!
You can check the plugin’s version with the “Info” button on the top left of the widget.
Left: An AudioDeviceInput created for each player
Center: A single fader (could be connected to some effects for that intercom sound)
Right: AudioEmitters for each intercom speaker
You would have to write a script that creates a new AudioDeviceInput for each player, sets the Player property to that player, and wires it to the single fader that connects to each Emitter (or intercom speaker). If you’d like, I could send an example script that does this.
Added levels graphs to AudioCompressor and AudioLimiter
Added “Utility” and “Effects” presets, as well as more “Music” presets to the AudioPlayer
Added support for new WindowSize, Asset and AutoLoad properties on various instances
Improved loading assets on AudioPlayer
Several undo/redo reliability fixes
Next update will be the full release! (v1.0.0)
Please suggest any fixes/changes that you'd like to see in Audio Stage Pro before the full release.
The plugin price will be reduced to $11.99 on full release. Stay tuned!
How do I update a plugin?
If the “Update” button isn’t visible, then Audio Stage Pro is already up to date!
You can check the plugin’s version with the “Info” button on the top left of the widget.
If the “Update” button isn’t visible, then Audio Stage Pro is already up to date!
You can check the plugin’s version with the “Info” button on the top left of the widget.
Added support for six new Audio Instances (AudioRecorder, AudioTextToSpeech, AudioChannelMixer, AudioChannelSplitter, AudioTremolo and AudioGate)
Added buttons to edit the DistanceAttenuation and AngleAttenuation of AudioEmitters and
Redesigned the title bar to take less visual space
Updated various dials to match new numerical boundaries of their respective properties
Notice! AudioRecorder methods are currently disabled as the instance has not fully been released by Roblox yet. This update adds support for the instance and its methods, and will automatically start working as soon as Roblox releases support.
Currently, the AudioChannelMixer and AudioChannelSplitter implementations are incomplete– the next update will add support for secondary pins, namely the various channel pins for the new channel instances as well as the Sidechain pin of AudioCompressor .
If the “Update” button isn’t visible, then Audio Stage Pro is already up to date!
You can check the plugin’s version with the “Info” button on the top left of the widget.
Yep it works with multiple speakers, in fact way better than you could with the original sound instances.
You can add an AudioEmitter to each speaker model and wire it to the audio source (in this case a single AudioFader connected to whatever AudioDeviceInputs to make it easier to connect) and it should sync the audio streams.
You could just place an AudioListener in a part, then wire that directly to the AudioEmitters. Keep in mind though that listeners pick up any audio nearby (including other AudioEmitters) so it could cause pretty severe feedback (just like in real life). If I were you I would set the range of the listener to <30 studs.