Constrained 3D Sound

While the current sound range property on Sound instances is useful, it is difficult to make the sound emit in custom X Y and Z dimensions. It would be useful to have some sort of SoundConstraint instance that goes inside of a part and links to a sound. The sound would only play while a player is in the part and would mute immediately as the player leaves the part.

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Couldn’t you just use the Touched events to fire the Play() and Stop() of the sound you are desiring to manipulate?

Yeah, but it would be nice if the time position would move even if the player wasn’t within range.

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Touched events are more of a hack for spatial partitioning, so I wouldn’t suggest them for this. They wouldn’t work if a player is teleported into a room, and invisible parts can block raycasts which your game has to account for (or which can’t be accounted for if you’re making a free model).

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I appreciate the insight.

In that case, I too would like to see this implemented.

You could always loop the audio, play it, and have the volume raised when the function is called.

The problem would be determining when the player is in range of the audio to play/mute it. It’s possible with scripts, but this is a running problem with sounds where a lot of useful features require programming knowledge when not everyone programs.

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I completely agree.

It would be nice to somehow convert how spotlight effects bricks, but instead convert the volumetric lighting to sounds?

This might sound like jibberish but I hope it makes sense.

This is a feature I would use all the time. Support :slight_smile:

Can we just have 3D Sounds altogether? Writing code to simulate 3D Soundscapes is painful.

oh yeah support support

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