You don’t know how other games are set up. Just because it took you five minutes doesn’t mean it will take everyone five minutes. Especially if their game doesn’t have music sorted out in any special way. Don’t make blatant assumptions and then claim everyone not doing something is wrong.
Let me ask you this do you think having a mute button is better than having non at all?
Sure it’s better. But I’m also not going to take the time to implement a feature in my game “because why not?” when there’s bigger fish to fry.
What do you think is more important fanciness or function?
What’s the correct answer here? Are you saying that developers who would rather write fancy code to properly implement music muting into their game are wrong? I’ve made some quick music muting scripts before and let me tell you, they are horribly inefficient and make tons of assumptions. Is it bad that I want a healthy code base for my game that is easy to maintain?
All I am saying is respect your player’s ears they have the right to decided what they want to hear in a game.
No. They have no right to anything in my game. I have the right to choose whether or not I’m going to be giving them an option to mute music.
Again, I’m not against mute buttons, but there’s no reason to crucify devs who don’t choose to add them for reasons you don’t know.
Im curious what sort of functionality you felt you lost with SoundGroups. They don’t take away any functionality, all SoundGroups do is group sounds together and allow you to make changes to a bunch of disparate sounds from one controller.
Applying a SoundGroup to a single sound shouldnt change how it functions beyond that.
I must have set them up in some messed up way then. I think I lost 3D sound functionality for sounds parented to parts in Workspace or something. Probably a mistake on my end.
Thank you for bringing them up though. They will certainly speed up development time for this and other issues.
@RuizuKun_Dev
“I am not shaming Devs who don’t implement a mute button” My apologies then. I just figured the “no excuse” thing was.
I’m surprised that people don’t tbh… I like listening to my own music and roblox SFX when I play games so I just leave games that don’t let you disable music.
In my games I always split sounds into groups based on:
Menu music
Menu effects
Game music (if applicable)
Game effects
And give a slider that can go to 0 for each. It takes mere seconds to add new sounds and assign them to the correct group, and the player now has freedom over all noisy aspects of the game.
I just have a local value for each player called “volume level”
All volume tweening and/or math I do with any mutable tracks are multiplied by the “volume level” value
Cost me about 2 min, equivalent to the amount of time it takes for roblox studio to stop seizing while autosaving a relatively empty place.
eh, my games have been lacking mute buttons for a while, so this post gave me the little push i needed to implement it.
the way i did it is basically just tagging anything “music” with CollectionService, and having a localscript mute them via EqualizerSoundEffect. probably not the best solution, but it works. kinda goes to show how many different ways you can do the simple task of muting a sound though
Don’t add a mute button.
Just remove the music.
Simple solution.
Personally, I play at 0% volume in every game on roblox, I’d rather listen to nothing over music.
This is regardless of whether they have a mute music button, though if they do, sometimes I’ll enable it in case it’s required in order to not be killed the moment you go into an area
Just add SFX and audio (in the sense of dialogue audio, if compatible) to make up for it.
Yeah… But for the people that play with > 0% volume it would be annoying just listening to the sounds of Roblox character steps walking around. Even a little game music at like 0.1-0.2 volume would be fine.
I said add SFX and audio. Honestly, if I couldn’t add SFX and audio to a game I made and people complained because of it, I’d just say that I made it, it’s my right to pick and choose what I want to include in it, and you have no say in the matter because you weren’t involved in the creation of it. If they still can’t understand and resume complaining after that, I’ll just put more emphasise on not adding sound at all.
I think you misunderstood me too! I was giving my response to anyone who would say that to me later on, not to you! Basically, that post was a rant, just pay attention to the first sentence.
In response to the post below, I used “you” in the scenario of me talking directly to complainers.
But yeah, I completely agree with your otherwise. Adding SFX and Audio is nice. But also adding a mute button for both is also really nice just to give the user that option so they don’t have to leave the game.
We actually have a sound system in place that detects how loud an audio is in real time and reduces the audios settings to combat it, thus reducing ear blasters to ash. However, I can’t stress how effective the good old mute button is. It’s a must have.
I’ve never bothered implementing a mute button in game as I believe that players can always just open their settings and slide the volume level down with just as much, if not one step more, than implementing a custom slider for volume in game would be.
I actually support this, without this I would probably be in bed thinking about what could happen to my YT channel Insidious ROBLOX R.
I just can’t think how good a mute button would be, not only for just recording but if I was trying to listen to something but had to listen for example an ear killer.
Imagine I was just so tiny little and very very young, just 3 and got ROBLOX. I played a game that had a very loud music, but there was no mute button and I didn’t know what to do and instead had to listen to that horrible music and wait for Mom or Dad to come down and help instead of just being able to mute the music in one click and ta-da, it’s all gone. I might add mute buttons to some of my own games ya know.