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’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).
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.
Try looking through any client-based code that relies on sound. This can either be a LocalScript playing sounds or firing a remote to play sounds. Be sure to also absolutely confirm that RespectFilteringEnabled is checked. Sometimes, it’s hard to catch the smallest oversights that lead to problems that stump you for a long while.
I suggested this above a few posts ago, and i still think this is something you should check out. If they know the parameters to unsecured RemoteEvents they can fire them from Client side and play music. (If thats how your system was/is set up)
Please break your post up into paragraphs. It’s hard to read a giant text wall. And it’s still derailing the thread. But, I feel I have to respond anyway.
Yes they should. This is basic user safety. The developer implemented tools, they’re being misused, the game is closed off to prevent further exposure to inappropriate content.
No one said that. We’re providing the appropriate solutions necessary to attempt to stop music exploits, not inappropriate songs. Please stay on-topic.
Mods don’t care. This Gui does nothing. It’s an issue between you and your community. The proper solution is to fix your game.
Don’t encourage rule breaking on a public thread. The solution isn’t to do something illicit or reward players for reporting obvious exploits; the proper solution is to fix the game.
Glad to hear you were finally able to tackle a problem that’s been giving you grief for some time. Hopefully once you’ve finished patching this and confirmed that sound exploits are null, you can go about re-implementing some lost game features using the methods suggested above or keep music playing to the client-side only (as though they are wearing earbuds instead of playing music from a boombox).