I wonder. Will the old sounds be deprecated?
Hey @monkeymario1000, we will not be removing Sound
, SoundGroup
, or any of the SoundEffect
APIs. We do think there are some sound design use-cases that just aren’t possible with those instances, but we don’t plan to delete them
will audioEmitters ever work with volumetric audio?
@BubasGaming we’ve looked at porting this over, but unfortunately it’s a little tricky now that there can be arbitrarily-many AudioListener
s hearing an AudioEmitter
from different perspectives.
Sound
s also only support volumetric emission with Box, Cylinder, and Ball parts, and we’ve long had ambitions of making it work with arbitrary shapes (e.x. meshes).
The new API separates file playback from emission, so you might be able to accomplish something similar with multiple AudioEmitter
s spread around the surface of a part (e.x. offset by Attachment
s)
- AudioListener needs a property for controlling sensitivity of hearing sound directionally.
- AudioEmitter needs a property for controlling sensitivity of emitting sound directionally.
- AudioListener needs a DistanceAttenuation property.
- AudioListener needs properties to control the alignment of hearing spatial emitters.
- AudioEmitter needs properties to control the alignment for emittance of sound if directional sensitivity is added for emitters.
@jonbyte thanks for the feedback! We are discussing
Is the AudioAnalyzer client side only? Ive been playing with it and I only get an output on the client, the server always outputs 0 on both RMS and Peak
@jplib325 yeah, all audio processing is disabled on the server to conserve memory & cpu, which unfortunately means that AudioAnalyzer only works client-side. If you need metering information on the server, you could have each client compute volume levels for some subset of the audio (maybe their own voice or nearby sounds) and do something like what @anon7287955 shared above
right now I’m using an UnreliableRemoteEvent to share this data with the server