PSA: Internal playback volume for AudioPlayers will soon double

Hello Creators! :waving_hand:

We recently discovered that the AudioPlayer instance plays audio at 50% of its expected volume compared to Sound instances. To provide expected parity, we will soon be doubling the internal playback volume of AudioPlayer instances. This means all AudioPlayers will sound two times as loud.

This change will not directly alter the Volume property for AudioPlayers and any value(s) you may have set for them. As such, to give time to test and prepare for this change, we have introduced a new property on SoundService aptly named AudioPlayerVolumeFix.

SoundService.AudioPlayerVolumeFix has three values: Default, Enabled, and Disabled

  • Today, Default functions the same as Disabled - this means internal AudioPlayer volume will remain at 50% of expected volume
  • On Sep 29, 2025, Default will function the same as Enabled - this means internal AudioPlayer volume will effectively be doubled. You can temporarily revert this change by explicitly setting AudioPlayerVolumeFix to Disabled.
  • On Oct 29, 2025, AudioPlayerVolumeFix will be removed and there will no longer be a way to opt out of this change. All AudioPlayers will play at their full expected volume.

:speaking_head: Please let us know if anything comes to mind or you encounter any issues! We want to ensure expected parity whilst giving ample time to ensure your audio volumes work as expected.

FAQ :red_question_mark:

Q: Does this change anything for Sound instances?

A: No. Sounds will remain unchanged.

Q: What do I need to do?

A: If your experience uses AudioPlayers, set SoundService.AudioPlayerVolumeFix to ā€œEnabledā€ and playtest your experience. If any AudioPlayers are now too loud, adjust the Volume property accordingly. In most scenarios, halving it will get the original experience.

Q: Why not automate conversion and halve my Volume properties for me?

A: Scripts can change properties at any time. Changing this on your behalf may have undesired effects and break things.

Q: How can I quickly change AudioPlayer Volume properties throughout my experience?

Here are several community-created solutions which help do this for Instances that are not created at runtime:

For runtime (e.g. script-created AudioPlayers), you can use the Find All / Replace All Widget to locate any mention of AudioPlayer in order to set its Volume property.

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This topic was automatically opened after 11 minutes.

Good I noticed that when I was testing ATTS in studio the volume was lower than what I expected even at 3 glad you are increasing it!

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This change coupled with the fact that many developers build their experiences with their roblox volume set to the lowest setting is going to cause some confusingly or frighteningly loud audio to start showing up in some experiences. But it’s for the best that AudioPlayers play at their expected volume..

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Could you edit you post to include code so we can copy and paste that in command bar to quickly fix? Then we can see if it breaks anything.

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How does this even happen? How did it get unnoticed for so long.

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Does changing the AudioPlayerVolumeFix property during playtime modify the experience because I can’t hear any change?

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I tested this in the UGC Homestore template. There was a notable change in the background music volume. Thanks for making this update!

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Currently it should, but we only need it to work if you set it before running the experience. If that isn’t working on your end, let us know

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There shouldn’t be any code required - you can find the SoundService property and set the AudioPlayerVolumeFix property to Enabled to test it.

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If you don’t have any other scripts that change the volume of an AudioPlayer, this should do the trick.

for i, v in pairs (game:GetDescendants()) do
if v:IsA("AudioPlayer") then
v.Volume = v.Volume / 2
end
end

Of course if you have other scripts that explicitly set the volume number, you’ll just have to divide them by 2 yourself and change the numbers.

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But that property is going to be removed soon so not a permanent fix. Can you provide code that finds audio players and changes volume to half? And then us developers will make any script changes if it seems off.

Thank you @Almonty7655 for providing a script that permanently changes volume! :happy1:

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Lmao epic prank, putting it behind a property is too kind

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I can’t really tell, but I don’t think its updating. I tried changing the settings then rejoining as well

Edit: Just compared it to an actual Sound instance and it appears to be working. Well done

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Often players in our experience have complained that the AudioEmitters do not sound at the same volume or distance as Sound instances because they do not respect the ā€œDistanceFactorā€ property in SoundService, which I presume is intended. Is there any plans to change this so it will be supported for emitters (since the attenuation curve editor defaults to 1 instead of 3.33)?

In a sane world I would say thank you for giving developers the tools they need to take advantage of increased volume levels by raising the AudioPlayer volume limit from 3 to 6

You should be able to use the SetDistanceAttenuation() method on AudioEmitter to customize the rolloff curve to exactly what you’re looking for - or set it in advance using the visual editor on the DistanceAttenuation field.

The editor should provide preset settings now that look similar to the RollOffMinDistance, RollOffMaxDistance, and RollOffMode properties on Sound, so if you’re unsure what curve to set, you could use that and then copy the resulting curve into any AudioEmitters you’re using. Let us know if that doesn’t work for you

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We actually increased the volume limit of AudioPlayer to 10 already :sweat_smile: this bumps it up even higher

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Well that’s good, thanks for pointing that out.

With this change people wont need to edit their code, but fundamentally what their code means now changes.

ŠšŃ€ŃƒŃ‚Š¾, Ń‚ŠµŠæŠµŃ€ŃŒ мы можем скоро Š¼ŠµŠ½ŃŃ‚ŃŒ Š³Ń€Š¾Š¼ŠŗŠ¾ŃŃ‚ŃŒ. :grinning_face: