Hello, I am trying to find a way to calculate 3D Sound Volume Attenuation. The Sound instance has a lot of properties that also affect this “calculation”, such as Sound.RollOffMode, Sound.EmitterSize, etc. I’m trying to calculate this applied volume attenuation; however, I haven’t been able to find any resource that explains all the variables and calculations used to get the result. The Roblox Developer Hub seems to take a glimpse at some of the variables used and the conversions (i.e. converting the studs to meters which are based on SoundService.DistanceFactor), but nothing much else.
The inverse square law for sound would be:
I = P/4πr² (I = intensity, P = sound pressure/power, denominator is sphere area)
I don’t know much if this would help you calculate sound attenuation the same way Roblox does it, but sound attenuation in an area with no reflective surfaces certainly works using the inverse square law.