Will do. Could we receive a link to the relevant rules for reference?
See the note on “Allow Copying” on the configuration page of an asset. It describes that other creators are only allowed to use that asset when Allow Copying = true.
See the relevant rules about APM library in the terms of service. You must ensure that you use at most 250 APM tracks per game. Technically, this cannot be satisfied when there is a boombox gear in your game that can play any track, since that means all users collectively could use up more than 250 tracks from the APM library in your game. (This rule is not enforced)
The Roblox Community Guidelines and Terms of Service describe that creators should ensure positive experiences and are responsible for content in their games.
I feel that if your game can go under review for a gear that Roblox has made themselves then that’s a massive loophole and extremely unfair to the developer.
It’s not a loophole at all - but it should be reflected by Roblox staff and clarified, I agree with that.
I feel like this thread has been far derailed and loaded with (excuse my brevity) interesting, knowledgeable and misinformed comments. I don’t have half a mind to reply to any of them right now.
Sound exploits can only be happening because of a vulnerability in your game that you opened. Sound playback replicates if RespectFilteringEnabled is off, which it is not. This can only mean that there is a remote somewhere which is client-authoritative: exploiters are calling this remote and blaring their inappropriate audios. You can rectify this issue by adding server-side verification, disallowing offsale assets from being played via MarketplaceService::GetProductInfo and/or whitelisting your boomboxes with preset IDs. Problem solved.
@thedevbranch Hey man, I have a couple of suggestions.
Right now,you can create a system that checks for any keywords within the titles of the songs that might be exploitable. I utilise a long array of banned words that are only visible to the developer (as it’s in a script), it’s pretty feasible for preventing most bypassed audios as long as its got enough words to block them. This would check for anything in both the description and title that would cause issues, and I have also contributed to a system that checks a number of other things (whether the owner of the audio has been doing it multiple times, PlaybackLoudness etc). The only disadvantage is that some audios might get false positives, but at least you wouldn’t have to sacrifice the entire system because of it.
That being said, you may want to attempt to employ a data store system that can ban/cross reference audios. You could also add a system that might help your moderators by listing all current ID’s that are playing, and showing known offenders.
However, if you ever assume that this is an exploited attempt, make sure that your remote events are secure. If you pass the location of where the sound should be from the client to the server, that is where an issue would arise because they can practically place it in Workspace for all we know.
If all else fails, double check your SoundService settings (everyone else suggested this but im just adding it in as an option)
Good luck!
I’m concerned as to why it’s the developer’s responsibility to moderate audios which are available in the already-moderated Roblox library.
It’s like saying it’s also the developer’s responsibility to moderate/censor any user-input text – not by using the chat filter API, but by filtering the text ourselves. That would be ridiculous (it’s also not even allowed). If there is a bad/slang word that’s not currently on Roblox’s text filtering list, is it the developer’s fault if a player says that word in their game? No, it’s up to Roblox to keep their moderation current. If there is a concern with a bad word that’s not currently filtered, it should be handled the Roblox mods, not to the game developers.
It would be a different story if a developer was intentionally using a questionable asset in their game, even if it did pass Roblox moderation. However, since this is a user-input thing and should generally be allowed in a game if it’s allowed in the Roblox library. If there is a concerning asset (ie audio), it should be flagged on the site and reviewed by the mods.
Developers are responsible for what they put in their games and how players use the systems they develop to play. Why wouldn’t moderation hold developers accountable? They created this ability knowingly or unknowingly and did not rectify the issue.
I’m not sure where you pulled this claim out of. They’re not the same scenarios. You as the developer are expected to use the filtering tools that are present. If everything meets standards and is filtered, you’re fine. You don’t get moderated if players bypass the TextService filter, they do. It is, however, recommended and appreciated if you help to identify such contexts or words and get them censored on the Text/Chat Filtering Review thread.
If you’re out to question moderation, make a new thread. Don’t derail this thread any further than it already has been.
A good way you could solve this is by putting audios that you authorize are good and people can play them on their boombox. It’s basically a custom boombox so people can’t play loud or inappropriate music.
A way that people can go through the music you have on the boombox is with a ScrollingFrame, if you have many songs you allowed.
All you have to do is to ensure your game provides a positive experience.
If a bunch of bad users are adamant enough, they could keep on playing inappropriate audios in your popular game constantly and Roblox will be forced to put it under review. That’s just how it goes, they need to put the concern of the player first and investigate what is happening. This is not negotiable.
It is trivial to reduce this attack vector by just only allowing a whitelist of audio into your game, which is also more convenient for players to use. Moreover, you are not skirting any rules by having a whitelist over a free-for-all ID textbox.
I’ve changed it to New York State Patrol, they’re happy.
I’m making whitelist with all the authorized sound IDs that I intend to have in the game, if they don’t match at least one of them I’ll have EISS delete the sound.
The racist music is still being played constantly, everything I do isn’t stopping this. None of the feedback has been relevant to patching what these guys are doing. We need to think outside of the box for this one… (removed boomboxes & implemented audio white-listing)
What are your current audio devices looking like? Is there any code leftover in which the client is able to replicate sound playback or a remote that’s being leveraged? Are you even sure you know how these exploits are being performed?
Also, why use an admin script in an actual game? You never know, that might be the problem.
It’s a temporary fix to this issue, I’ve got people stopping the music when they find it. Just to give a sense of safety to my players until I get this sorted out. I’ve been contacted by the individuals, they’re using an OP script that works on other games too. (they claim)
It might be best to add prints so you can track what event they are using. If they are using one that is. Otherwise, you might want to check to see if there are “OMG new lvl 7 hack omg must download” exploit videos on youtube featuring the exploit in your game.
Woah woah, please censor the foul language. Can’t have that on a public thread.
If you can confirm that the script you were sent works by trying to reproduce its usage, please do file a report to be filled out under #platform-feedback:exploit-report.
Back to the actual question though. Are you still experiencing the audio exploit and are you knowledgeable of anything else in your game that is capable of processing requests revolving around audio (remotes, playback, whatever).
My bad!
try to use get product info and such to only allow those non copyrighted songs from roblox as the creator to be played. got a pretty large song library and wont have bad content.
Perhaps the sounds on the vehicles, I don’t really know. Stuff be wack