Random Delay on Cloned Sound Instances

Every time a sound instance is cloned, it takes a bit to reload and actually begin playing audio. There is nothing in my scripts that yields the sound instances from playing.

CPU: AMD Ryzen 3 3250U with Radeon Graphics
Memory: 8 GB
GPU: AMD Radeon™ Graphics

Expected behavior

IIRC Roblox should cache audio so it can be immediately played again, without needing to re-download the audio.

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I’ve had a similar issue recently. Audio delay, lighting errors (like shadows), etc. only occur in Roblox Studio, and never occur when you’re actually in-game using the Roblox Player (if you’re sure it’s not a coding issue). I would ignore this bug for now, but it is pretty annoying. It just recently started doing this too, so I don’t know what’s going on @ Roblox’s engineering team for this to happen.

3 Likes

Cloned Sound Test.rbxl (64.4 KB)
Hey, so I tried to reproduce this. I made a simple test place where hitting V plays a sound of a punch (I don’t check for playing so you can stomp on it).
Then if you press “C”, it clones the Sound to a local sound, plays it, then destroys it.
In the test file, you can press C rapid fire and it plays every sound without delay and doesn’t stomp on the previous played sound either.

I button mashed as if I was playing Street Fighter 2 Plus Ultra Max Turbo Super Extra and got no lag.

Is there a place file you could share with me so that I could see what’s happening?

2 Likes

I have a similar issue, which to stop it happening I’ve just stopped cloning sounds that I’m not playing in the world. But when the sound first plays there is that noticeable delay there.

It’s worth noting I have a substantial number of sound effects and music already in the game, not all of it is loaded but the instances are all there.

You can hear it in this clip the first time around, and at the end all the sounds are loaded so its fine.
Some sounds (such as powers) still need cloning to emit from their origin, all played on the client, and the delay happens every time presumably because clones need to re-load the audio.
(edit: sorry for low volume)


Continuing from our conversation in DMs, the delay issue came back. Here’s a video showing the memory usage when having 2 studio tabs open.

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Amazing. We have this on our to do list, I adding the information to our tracking. Thank you so much!

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Is there anything new on this issue?

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bumping; this bug still occurs.

For the moment pooling seems to be the only solution to bypass this problem. But it takes more memory than it should. I really need a fix !

Yes, we are aware, working through a backlog of bugs, working on new features, and making sure we don’t break anything in the process!

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this is still happening, and is quite noticable in games where sound is dependant on being played on time

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Hey @MARKedGamingR – this sounds similar to a fix we implemented for this report, are you still experiencing these delays when cloning sounds?

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This issue still persists, with cloned sounds if you try to play them i believe that they tend to pause for about a second until actually playing? overall theyre just delayed

i had this for about a month of dev on a project, it was so annoying but then after a month or so it seems to just stop. no clue why, happened with two projects so far, and its only after like a few days to a week of working on it that it occurs then stops after a month. its weird but whatever lol

10 months later it’s still happening

@4lkazy @CoordinateXYZ have you noticed it occurring more with certain assets than others? One thing that could be related is that we stream larger audio files (buffer up a small portion of audio around the TimePosition), so each new clone would need to refill that buffered window – I wouldn’t expect that to affect short sounds, though.

If you have particular asset IDs that are always noticeably delayed that would be helpful

I think I recall it affecting certain audios more than others so I’ll send over some asset ids when I get back

I should also mention that this mainly happens in studio (for me, at least) rather than in game. It also notably affects short audios that are under a second long, so it’s mostly prevalent in my footstep sounds that are cloned via animation event triggers.

@ReallyLongArms

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