How to make reflections of sounds from obstacles?

  1. What do you want to achieve?

I want to get the effect of the sounds in the game, namely the feeling that the sound is behind some obstacle.

  1. What is the issue?

I don’t understand how it would be better to implement this before such beta features are released.

  1. What solutions have you tried so far?

I tried using Raycast and EqualizerSoundEffect on the client side, calculating all the base parts containing sounds and, if an obstacle is detected, add/remove this effect from them.

Perhaps this is a very bad and expensive way. Thank you in advance for your help :grinning:

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The best solution I can think of is raycasting from the part that’s emitting the sound to all players in range, checking for anything in between, and if something is between the sound emitter and the player, apply audio effects from the client.

Then again, I’m assuming you already attempted this. :sweat_smile:

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Not sure if this is what you’re looking for but I tried this quite a while ago using Roblox’s pathfinding system - basically finding the shortest route and stepping to the 5-10th waypoint and placing a replicated sound there, then modifying the sound with EQ, distortion and reverb, as well as delaying the sound by the number of waypoints or distance.

It wasn’t great, but you could navigate a maze based on sound alone.

If I was going to improve this I would also get the second shortest path aswell to equal out the direction of the sound.

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This will change the idea of finding the sound, if it was on the right of the player, and the door is on the left, then it will be played on the left. And I’ve already thought about that. Thanks!

You should still play the sound at its original location, slightly muffled, and depending how far the sound travels it should be quieter than the original sound.

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