I’ve been working on a module for composing music, and I’ve ran into a bit of trouble. Now obviously I can’t just upload each individual note (4-8 octaves * 12 tones of audio files)-- I simply just don’t have the money. So I’m using the Pitch property to manipulate base tones. However, taking a pitch up a semitone cuts the length by 94.4%; in other words, taking it up the octave cuts the length in half … Which doesn’t work for me, since I want control over the length of notes, and there’s no proper way to increase the length of a sound. So basically, the versatility of sounds has been reduced by that somewhat.
But there are other missing features that would really be of benefit, not just in my particular case, but also to many game devs–in particular, individual FX properties for sounds. Suppose you enter a cave in a game, but the SoundService has AmbientReverb set on NoReverb. This really limits the developer’s control over the atmosphere of his/her game–and it takes away from the immersive experience. On the other hand, this could be solved by adding SoundService-like properties for the Sound object itself. If such flexibility were added to sounds, it would help devs to polish their games.
I personally feel that sound is the most poorly supported feature in ROBLOX. Even the very best games have poorly strewn together audio, and this is in part due to the lack of attention for audio features. While sound is a more subtle feature of ROBLOX games, it is important for those who wish to take gameplay immersion to another level.