YEEES!!! THIS IS AWESOME THANK YOU
i’ve been waiting FOREVER for something like this to drop
So, I am basically working on a little experimental project where I mix Roblox physics with some custom code to create this hybrid physics engine.
By default I got a lot of settings set to a scripted default / preset.
I have density, elasticity, friction, etc all modified to non-default values to create highly specific behavior.
I don’t make use of realistic material properties at all, I make things bounce that aren’t supposed to bounce and all surfaces are either very slippery or perfectly rough.
But of course, if you’re in a specific environment such as a cave or a castle, you still expect the sound to be realistic in that space.
But the walls and floors might not have a physically correct density at all.
In fact, a object’s properties might even change constantly after a raycast or specific condition being met.
For this reason, I want the ability to separate audio settings from physics entirely.
This is very cool but also a bit sad, since I just recently finished my own coded implementation of this and am very proud of it.
Happy to see so many aspects of this feature are open to developers, a place where the previously added cubemaps went so wrong…
Keep up the great additions!
WOW! Super impressive! Nice work team!
Ooh, finally! I am excited about new 3d audio updates.
Will there be an API to detect when these changes take effect? It would be really nice if this isn’t just another unusable feature because there are uncontrollable and undetectable breaking changes on some devices.
A similar issue exists for ViewportFrame
s, their framerate decreases for low end devices. This is (as far as I’m aware) completely undetectable and uncontrollable. It is incredibly annoying that I have no way to automatically swap in a substitute effect for when ViewportFrame
s become sickening to look at.
this seems so amazing i can’t wait to see what i can do with this
Will this ever come to regular sounds?
The new system is much more complex. This is nice for people that need it, but for the average dev all we want is to play a sound and have the character hear it (default behavior).
Would be nice if we can toggle the simulation for that.
What about speed of sound? For example, when you hear thunder a second after a lightning strike. Or when planes fly fast enough, you won’t hear them until they’re past you.
This system is a lot of fun to play with! genuinely the day before this dropped I imagined not being able to hear player radios and sounds through walls. I’ll definitely use this for a bunch of projects I’m working on once the major issues get ironed out.
@ReallyLongArms
It would be useful to have granular control over which methods of simulation are active! I’d like to be able to control wether or not Acoustic Deffraction and Occlusion are active. Maybe Reverb Simulation as well?
Overall an incredible step in the right direction for the Audio API and I’m excited to use it to the fullest extent!
Built in audio acoustics, what a time to be alive!!!
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!