We got RTX audio before GTA6
this update rocks
I don’t know what exactly I causing this, but since I enabled acoustic simulation beta, whenever I stop testing, roblox studio just freezes and I can’t exit, I have to use the task manager to stop studio, but shortcuts still work, I can still press CNTRL+S to save.
Update: Disabled the beta and now everything works
please dont force the new audio api thing for this, its too complicated and in my opinion, unusable and just worse than using sounds with all the extra clutter you need for this.
Can you share some technical details for how this is implemented? This would help us build some intuition for why the current known issues exist without having to constantly reference this thread to understand what’s happening. Is this using pathfinding under the hood, for example?
Games on Roblox are going to feel like Unreal Engine games soon!
Amazing update!
I think I found a way to replicate the crashes easily. Unsure if this is related to the crashes directly but here is line of code that can crash game:
game:GetService('PathfindingService'):CreatePath({WaypointSpacing = 0}):ComputeAsync(Vector3.new(0,0,0), Vector3.new(1,0,0))
DO NOT USE IN A PLACE UNLESS YOU SAVE
This line of code will do 1 of 2 things:
- Cause a soft lock when clicking stop
- Cause a crash on clicking stop (similar to what everyone is seeing, not sure if I can save though while this is happening)
Why this happens: the distance between waypoints is 0 so it creates infinite waypoints, but for some reason only lags when you click exit. I am interested if roblox might have put the waypoint distance to 0 in the new advanced pathfinding lol.
I encountered the 0 waypoint spacing thing a while ago before all of this so glad my knowledge could maybe help.
Assuming this doesn’t affect sounds in scripts (global sounds that aren’t affected by distance) if it gets ported to sounds, I think we have a good update
Omg it does try to save, I think I found a way to reproduce, this is incredible!
This line of code is really breaking my computer, make sure to use task manger to close studio or it will show a purple screen randomly lol
I am sure it will be fine, I just reboot my computer

this is the biggest update after the haptic feedbacks, roblox studio is finally becoming bigger and better
Looks really cool but please please please backport this (and other things such as directional emission) to the legacy Sound instance. I find it frustrating to have to use at least three instances when just one could do the trick.
We need this for the old sound instance, the new audio api is too complicated and it takes just too much time to play 1 sound
Wow! that’s a Great Update, Can’t wait To Try this Masterpiece. huge Respect To the people who Made this Masterpiece Possible💪
Oof; does this happen in any placefile on your end? Haven’t seen this behavior, but we definitely want to get that fixed
If you have an rbxl that chronically encounters the freeze please send it our way
ok this is peak but can yall please enable AudioAnalyzer:GetSpectrum
on AudioDeviceInput based streams, or at least clarify why it’s disabled?
This only seems to be happening in one place(testing place for a gun system). What might be causing this is that there are a ton of audioEmitters that are created and destroyed after a couple seconds long sound plays(Hitsounds, shootsounds).
makes me want to switch from Sound to Audio,.,.,.,.,.,. it’s too close to what i just heard from triple A games,.,.,.,.,.
anyways unrelated to this update but how performant is Audio actually??? my game usually clones sound a lot for firing the gun, especially weapons that are for players too cuz I’ve been having reports of how sometimes Sound
doesn’t play in the beginning or just cuts out after repeating it for amount of times.
Audio is quite a bit more performant than Sound (+ you can have as many of them playing as your CPU can handle, unlike Sound which caps out at somewhere past the 300 mark i believe?)
Been playing around with this. It’s cool though i dont think the current state of acoustic simulation is exactly amazing. I sense potential here though im not sure how much of that potential will be achieved considering the current vision of roblox to place major restrictions on developers alongside major limitations on the tech itself that make it barely usable in anything but the most basic of cases imaginable. Even in those cases the cut corners would be blatantly obvious.
Sadly right now it’s insanely easy to break the “illusion” of relatively accurate acoustic simulation. It is something i guess but right now the only “good enough” scenario is if an audio emitter is going to permanently be behind a wall. The moment the player can interact with that audio past walking next to a singular wall is the moment the whole simulation falls apart sadly.
Secondly, the performance. 4 audio emitters are enough to cost my 14700k around 4 ms on all 8 threads studio offers. I’m really not sure how much i could do with acoustic simulation when its overhead is this high on such a cpu. I believe i would be pushing my luck even having one simulated sound on mobile let alone have multiple. I’m really not sure if i could even use simulated audio at all with this sort of overhead… Perhaps fine tuning our maps to squeeze a bit more performance out of this can help but eh, most roblox maps are not that dense in instances and ESPECIALLY not dense in instances around sound sources.
So with all of this, here are a couple ideas. I hope they are not entirely irrelevant to the people working on this.
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Expand on the simulation fidelity options. Instead of having only like 2-3 “low” and “high” fidelity options, there should be some sort of more advanced options that let us fine tune most parameters. This can help developers compromise on other qualities and features of an audio source that may not actually be needed all while not sacrificing on the ones that ARE actually needed. Perhaps also add some options regarding update rates. I can see scenarios in which trying to recalculate audio sources every frame may not really be needed.
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Add acoustic simulation baking. Most roblox maps are static and so are their audio sources. While yes, you can technically already do this with a couple audio effects, i believe acoustic simulation can overall end up being more accurate, no? Correct me if im wrong. Perhaps baking could offer us much higher audio fidelity options?
4 audio emitters are enough to cost my 14700k around 4 ms on all 8 threads studio offers
We are running acoustic simulation on background threads, opportunistically
These chunks of ultra-wide parallel-computation happen pretty much regardless of the number of emitters, and shouldn’t affect your framerate; e.x. 35 emitters take roughly the same amount of time as a small handful
If you are finding that this does hit your framerate, then that’s a bug we want to address