[Beta] Acoustic Simulation

I can’t wait to try this, it’s amazing! This will definitely change the Roblox experiences.

We really need updates like this, thanks!

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Roblox horror games about to get 100% better!

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what about the speed of sound and doppler effect? will those eventually be simulated too?

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This is concerning. While I understand there is a healthy focus on performance on low-end devices, we already have lots of features that act drastically different on different platforms or downright don’t even work (i.e. highlights, future lighting).

These functionality differences tend to compromise the fairness of multiplayer games. For example, a player on a device that doesn’t support acoustic simulation could be able to hear gameplay-critical sounds through walls while others cannot.

I already have to jump through some visual hoops to make darkly lit placed stay dark on lower graphics. I don’t want to forgo this awesome feature for the same reason.

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A VERY good question! Is there such thing as a sound barrier on Roblox? We already have aerodynamic physics and wind speed. Could acoustics API simulate a sonic boom if something moves fast enough?

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Hey @Imperiector – simulating the doppler effect involves changing the pitch of an audio stream based on relative velocities – this is extremely doable

With AudioPlayers and AudioEmitters it’s a little bit tricky, because one file can be emitted from multiple distinct 3d positions at once – that is, each emitter might experience doppler differently, and it’s not enough to just change the pitch of the source file.

The best way to approach doppler is probably using AudioEcho’s RampTime property, but we probably won’t make this happen by-default since it uses a fair bit of memory

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Great feature, but as I’ve mentioned before — this feature needs to be ported to Sounds.

I understand this is no easy feat, but frankly I am not going to clutter my game with multiple instances that I can replace with a single Sound instance, just to support the new wiring API.

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Can the sound pathfinding data be made accessible from Luau? Seems like incredibly useful data to have access to :slight_smile:

Really interesting feature. I’m curious what kind of overhead this all brings. Something like this certainly can’t be cheap considering the pathfinding aspect of it.

What sort of distance limitations does it have?

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Had my own systems for this for years now and I’m glad to see there’s an official solution, hopefully it’s as performant so I can switch

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Okay, cool stuff.

Considering this, what are the current performance costs for this new feature? Is it really a good idea to have it enabled by default?

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Great update! I remember trying to figure out how the sound properties worked and trying to look for one that doesn’t allow going through walls. Glad it is being added now for more immersive experiences!

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:partying_face:

Ever since I saw this in the old hack week from I think 5 or so years ago now, I was like “Wow! That’ll be cool!”, and now beta is here!

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unfortunately I’m enrolled in another channel for feature testing, so I can’t try this out, so I’d like to ask–given that the thread doesn’t showcase this, how well does it work in “fully-reflective” environments, e.g. in a glass/marble cathedral, where you would expect lots of echo and reverb?
I made a project similar to this three years ago, which is what I had in mind:

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Ironically a little audio degradation/compression happened between recording and uploading the clip, but I’ve already played around with some different materials. My favorite is snow with how it softens and singles out the emitter.

External Media
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We don’t want the compromises we make for performance to drastically affect quality or fairness either.

Rest assured we will try all other options before turning the feature off – including, but not limited to, giving y’all more APIs (hints) to tell us which emitters/listeners are more important to simulate accurately.

We aim to make the engine your tool, not something you have to work around – so if you try it out and find it wanting, please let us know!

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The amount of reverb in the simulation is influenced by the size of the space and the AudioAbsorption of the walls - so for a big space with low-absorption surfaces like Marble, you can expect there to be quite a bit of reverb!

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Roblox audio team, i love you

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This is actually huge, dynamic echo can be much easier to do and much more accurate
Things like guns or cars indoors could now sound amazing

I can understand this being limited to the new audio instances, with normal Sounds this could be even cooler, but this is still epic like this

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ts is the most dank thing ive scene all day :wilted_flower: :sob:

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Interesting updates across the board today. Future is looking bright!

I’m still holding out for hope that we will get that skybox overhaul soon plsplsplsplspls ROBLOX you would conjure so much goodwill with us devs if you did that
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