You can already do this by slightly modifying the boombox script. This is a non-issue, see Flex Your Account Age as a good example, it implements a denylist of rule breaking audio, and while its not always up to date, it catches most of it.
every asset type will have bad actors, many games that have ways to include UGC have a method of reporting users who misuse the feature. Roblox has a very advanced audio filtering system as seen with voice chat, where it manages to hit innocent users more than missing non-innocent users. They have the tech to regulate it, with the new report system. just put up a report function that shows all audio ids that are being heard by the client, and then have a selection menu that allows you to select which one is offending.
This sound is longer than 10 seconds and contains narration, yet it says it is eligible for distribution.
I am not currently able to distribute audios because I am not ID verified, but after two and a half years I am no longer seeing the “check back later” message for assets longer than 10 seconds and am instead seeing the submit for review button for these assets.
Was this intentional (we can hope)?
What Roblox has done for developers and the effort with sharing public sound effects is great BUT they are also forgetting another use for audios and thats directly in game.
Whether its people using it for boomboxes or in their tycoons whether it be a theme park or a supermarket they are making or for an actual game in something like RetroStudio players are unable to use publicly distributed audios for that because there is a requirement to have it in your inventory which is a check that is only meant for using audios in Roblox Studio.
what the heck??
i just uploaded a audio file that i got it from my friend and it apporved
but when i upload audio from a yotob sound effect (if real word then i am copyright) it doesnt even say apporve i wasted my upload limit because of thi-