This is an update to [Frequency-Based Sound Attenuation Script].
I’ve changed how the calculations are done. Before it used an equation based of a very small data set. Now it uses the ISO 9613-1 International Standard for Acoustics. Sound attenuates now based of humidity AND temperature, allowing for more control over how you want your sound to well, sound.
The updated script can be found here:
Here is an example of how it works:
!!! HEADPHONE WARNING !!!
This is part of a much larger project aimed to revamp Roblox’s audio engine to provide the absolute best sound possible. Feedback would be nice, thank you.
You can try it out for yourself in this creation here: