New Audio API [Beta]: Elevate Sound and Voice in Your Experiences

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Awesome update, as usual!

Does this come with any changes to the 50 maximum players for Spatial Voice?

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Very exciting! I can’t wait for experiences to use it!

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This is great!, sooner or later and we can have fully working phones / walkie talkies or even voice meters within Roblox. Can’t wait for it’s official release!

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Seems very fun to mess around with, can’t wait to give it a try!

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Been trying out the new audio api for the past few months and it’s really awesome! I’ve messed around with it and made a social experience that allows people to use voice chat filters:

I’ve also used it to make a plugin to help analyze audio streams:

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allow us to create sine waves at any frequency we want with a function pweasseeee :pleading_face::pleading_face::pleading_face::pleading_face::pleading_face:

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LET’S GO!! That’s what we’ve been waiting for!

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Not sure if it was an intended change as it was not announced, but I’ve seen 700 player servers with voice.

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What a welcoming change. Does this mean non-humanoid characters set via. player.Character finally support Spatial Voice and TextChatService?

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The rake can finally make voicechat work with their radio, cant wait to see that happen eventually (rvvz doesnt care about the rake)

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This new API is great! Glad to see improvements to audio after many years.

One thing I’d love to see is the ability to disable sound auto loading. Currently I store sounds as Configuration instances with attributes that match the Sound instance, then during runtime I use these configurations to create and cache sound instances. Then once I know that these sounds are no longer needed I remove them from my cache and let the engine unload them for me.

Sounds are a huge memory hog in games that want to have a diverse range of audio and having official support for this would be greatly appreciated.

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Hey Tom_atoes; the new AudioPlayer instance has an AutoLoad property that you can disable to accomplish this!

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This is beyond revolutionary! These additions open so many new routes for creative opportunity with sound in our games as well as pave the way towards far greater levels of realism!

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They can actually do that currently using soundservice but u can’t listen in on multiple people at once!, this should solve that tho!!!.

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That’s great to hear. I’m assuming AudioPlayers with AutoLoad set to false will automatically unload sounds after they haven’t been played for a while? I don’t see a method that allows manual unloading (even if it is automatic a method would be greatly appreicated).

Also a method for loading the sound without having to call :Play() would be very nice. My current usage for this is for maps in my game that have environmental sounds (which works well with sounds loading on :Play()), but my second usage is loading weapon sounds when the player picks up or is given a weapon. Having a gunshot sound only load when the player fires their first bullet will feel very unnatural.

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Since this API is live, what does this mean exactly? Is it in beta in that its incomplete and will only be extended or should we anticipate breaking changes based on feedback going forward?

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Does Audio Analyser read voice chat or just audios in general?
Because that’s simply cool and better, if you can clone the voice to be reused as a way to witness so called mimic

  • Does new audio instances run heavier and is there limit to how much audios played?
  • Does new audio instances suffers less from stuttering when there’s too much audio processing going on (ex: 30 sound groups with 3 sound effects all playing) in my game for example each audio is individually have processed reverb, echo, equalizer as a way to sound immersive based on where it comes from, but most limitations is when there’s more than 30 audios playing thats where it start audibly stutter, some optimisations were set to disable sound effect when its not needed
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Actually with the First Video they have they show talking then they both pick up Walkie-talkies and one gets far away and the other moves around at a Distance and talks through the Walkie-talkie and you can hear them through it

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is it me or am i unable to hear myself through walkie talkies
i’m testing them on my phone using the place file provided in the post

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