I wonder if a new instance could be added under StarterPlayer called like StarterCamera or something, similar to how we can place a StarterCharacter model under StarterPlayer.
That’s a neat idea; we’ll discuss
I do wonder if there is a memory implication over this workflow over the previous Sounds and SoundGroups, since there’s more instances?
Each instance does come with a little bit of memory overhead, but it’s on the order of ~a hundred bytes; it can be higher if the instance has a lot of properties, but compared to the memory used by the audio engine internals, this is not really significant.
That’s a benefit of splitting the audio engine into many small pieces – since the old Sound
instance did playback/emission/listening/output, you were paying for all of these pieces every time you clone one
Why do AudioPlayers not have a preview in properties like Sounds do? It makes things more tedious, having to start the game every time.
@BackspaceRGB instead of making a preview widget for AudioPlayer, we made AudioPlayer fully playable in edit-mode – you can tick IsPlaying
to true, and hear the AudioPlayer in the editor, exactly as it would be heard in-game.
The Sound preview widget is pretty dated code; it heavily assumes that it’s working with a Sound
(we tried it with AudioPlayer
and it crashed), and it completely re-implements portions of the audio engine to work around the fact that Sound
s don’t play in edit-mode
– so we wanted to reuse as much foundation as possible, without furthering that tech debt.
That said, we do want to spruce up the properties widget a bit here, so that it’s easier to use than editing numbers/bools.
It also seems like pasting an asset id into AssetId does not automatically change it into the rbxassetid://id
format.
This is my bad; we accidentally made AssetId
a string
instead of a Content
. There’s a change currently in-review to deprecate the AssetId : string
property in favor of Asset : Content
– that fixes the autocomplete shenanigans