Finally, now my immersion won’t be broken when 2 people converse behind a closed door.
It reminds me of this video: https://www.youtube.com/watch?v=ToHpdIGAiZc
OH MY GAUGASHGUHWEUHAUIHAERIUHEURAH YESSSSS
Does it create a auto echo for a caves and other rooms that replicate the echo? it would be cool if they add the auto echo effects
this update is pretty cool, i had a few crashes but i cant seem to replicate them, apart from that its really fun to mess around with
I love this!
The idea is great and it does function well in some environments, but when testing with my experience which has pretty advanced stuff around the environment, the sound behaves… weird.
For example, it occasionally comes from the right when the sound emitter is on the left (when there are no obstructions)
I’ve gone through my experience and set AudioCanCollide
to things it doesn’t need which definitely helped, but I can see why it’s beta.
My question is, are there any plans to be able to isolate certain acoustic functionalities for emitters? Like if I wanted to keep the bending around walls out and only have the muffling when behind walls?
It would be really nice if developers could take the features that work super well (like muffling) and leave out the features that still need work.
Here’s a video of me testing the acoustic sounds:
You need to actively manage your audio filesizes, if you have fast repeating sounds, do NOT GO OVER 384kb or they will be cached and decompressed at time of loading creating a small delay in the sound easily heard with sound like gunshots.
We might finally be able to achieve something similar to this design I just did!
We’ve been looking for a way to do acoustic simulation with Diffraction and Occlusion and this is a massive step forward.
But again, being able to choose what aspects of simulation are at what quality level and what features are enabled or disabled would be amazing. That would allow for FAR more control in environmental story telling with audio!
Game: Blackhawk Rescue Mission 5 (BRM5)
Okay ive tried testing right now after deciding to wait a good bit just to make sure the fflag applied. And yeah, it did change something but not for the better. From what im seeing, my average performance is worse overall. Now i can only hover around 160-180 FPS even without the acoustic simulation beta enabled and even without ANY sound instance present. Could this be something else entirely? I’m not sure but this wasnt happening before.
As for the actual acoustic simulations… The issues are all the same. Not much changed there. Average performance still drops with simulated audio and the performance swings on fast camera movement still occur. The performance swings do seem quite a bit less extreme to the point that i cant drop below 100 fps but they are still very much present (Averaging 100-110~ fps).
This is still happening in one place, except now it only happens sometimes, not always.
This usually happens when I stop testing(even if I press “Run” and the client doesn’t load) or when I try to quit studio.
Also, I tested multiple times, and the issue only occurs when acoustic simulation beta is enabled.
The issue: Roblox studio freezes, shortcuts such as CTRL+S(save) still work, but I can’t click any UI, and roblox studio is saving or quitting forever. I have to use task manager to stop studio.
Even the UI becomes a mess.
All my drivers are up to date and I have over 100 GB of free space on my computer.
My specs in case its needed
Processor = I5 10400F
Graphics = RTX 2060
Ram = 32 GB
Maybe I’m too stupid to set it up correctly, but for some reason, even with the beta enabled, there are no effects? Am I missing something, or is it just a bug on my end?
Seems really cool on paper, but as of now it cuts my fps in half during playtests and it soft-locks roblox studio every time I stop playtesting.
If you dont mind me asking, what sort of CPU do you have and what is your average framerate with and without acoustic simulations?
I thought roblox already simulated doppler effect under SoundService
This is amazing! I’d love if you could toggle which features of the acoustic simulation are enabled and disabled. For example, having occlusion enabled while having diffraction and reverberation disabled. Either way, this is super cool stuff and perfect for immersing players!
Could you make the AudioCanCollide property for baseparts automatically be off for baseparts that don’t have collision?
I have a pretty powerful computer and the studio isn’t running well with the acoustic simulation on. It could be it’s just a big game but when I turn the beta off studio runs fine.
Hopefully this is a bug and can be fixed.
This sounds amazing!
This’ll help with stuff like realistic showcase games or horror games!
Love this, but are you guys going to take a look into updating particles and their physics soon? I would love to see an update with them!
Will this be toggleable? I love the advancements but I wish to use a simpler system.
Accessories should also have AudioCanCollide
set to false
by default. Spent a while wondering why the sound became muffled in first person.