The amount of times I’ve seen “what if” in the same sentence as “account ban” is incredible. There are so many other ways your account can get banned. Audio bans are relatively rare compared to the multitude out there (old shirts, old games, etc). The fact of the matter is that most account bans that happen in these types of cases are due to a change in policy or an asset being marked as a false-positive. For your account to get banned these days outside of an asset or games being marked as a false positive, you’d have to willingly give your account information away. Unfortunately for some users, that’s how you learn.
Outside of that, I think that audio should retain a fee. There’s a couple reasons why and I’ll go ahead and list them out for whoever reads this.
Audio takes up a lot of space. Especially when you don’t want to sacrifice quality. Space when at the scale of millions of users costs a lot of money to sustain and to host. Storage space doesn’t magically appear in thin air. Most of the time (at this scale), cost is charged per GB. If you multiply this with the amount of user’s per month who upload audio, Roblox would be spending a lot towards storage cost/capacity which would most likely end up as a loss. Y’all have to take into account that Roblox functions primarily based on the cloud and in order to keep the cloud running, you need to fuel it with money. While this is most definitely a major inconvenience, having worked and implemented @ a company that deals with similar data & costs, it makes a lot of sense once you understand the technicality of the issue.
tl;dr - Having user’s pay for audio to be uploaded to help offset the cost is completely reasonable simply because storage space costs money & audio files take up quite a bit of space.
For those interested, here’s a rough estimate on pricing from a few companies that are in this space and are heavily utilized. The numbers may seem low but, if you do your math correctly & scale it based on what this platform scales to, you can definitely see how costly it could be.
Example pricing for GCloud:
(All images above account for one database instance)
(Estimated costs are meant to look cheap to draw consumers in; digital marketing101)
The cost of every other game engine in terms of licensing fees and server costs are nowhere near as cheap as Roblox short and long term. In addition, Roblox is primarily on the cloud where the ecosystem is locked and you forfeit control, features and graphic enhancements. Other engines are primarily based on the filesystem where you can develop freely on your machine, store your code wherever and publish it to more than one digital store or domain (console, mobile, etc). This is why Roblox has traction is because it takes very little effort to make a game and if you do, the net-loss is not nearly as much as if you were to do it elsewhere on more professional space. I would like more control as would anyone else but, in fairness, you do get a lot for free out of the box compared to anywhere else. Unity & Unreal are starting to become more lenient for hobbyists but, it’s still not quite there yet.