Release Notes for 595

I was wondering too, I’ve seen the documentation for it and I’m quite excited for the changes. Especially for the multiple 3D sources of sound, and the new “AudioAnalyzer” instance which should make audio visualizations way more interesting. I’ve already seen your video on it on an earlier release note.

On another note to staff; I was wondering if this would replace existing Sound instances by deprecation, or if both methods would still be available? Also, will there be more effects/deeper controls on audio effects in the future?

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The Avatar Previewer now alerts you if warnings will prevent you from uploading the previewed avatar to the Marketplace.

Now add notes for whenever your item gets rejected

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It’s not really “live” but you can add it with Instance.new() in the command bar. I even made my own visualizer with it


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Yep! I got to try it and it’s honestly pretty cool watching others code in real-time with their labels flying around. I didn’t get to see how undo/redo works though so I’m interested to try it again once it becomes a Beta feature.

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If you’re talking about the Script Profiler fix, there’s nothing internal about it, you can use it from the Developer Console and all the functions mentioned are now displayed.

It’s not like the existence of upcoming AudioAnalyzer instance is a secret.

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So is the AudioPlayer an advanced Sound object? Or do you have to ‘wire’ things up to a normal Sound?

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The AudioPlayer is similar to a sound, however it sends a audio stream when wired to a audio class with an input pin. The audioplayer basically has every property of Sound except for a few such as volume and playbackloudness (I assume could be added in the future when it’s released fully). It also has :Play() and :Stop() as its only functions. Playing a audioplayer by itself will not project audio or project audio in the 3D space (AudioEmitters do that), it will only project a audio stream.

I wouldn’t call AudioPlayer a advanced sound object, but rather the base of what you connect it with using Wires.

Here’s how it worked with my visualizer.

AudioPlayer → Wire → AudioDeviceOutput: Sends a audio stream from the AudioPlayer to the output audio devices such as headphones, etc.
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AudioPlayer → Wire → AudioAnalyzer: Analyzes each audio buffer and information is receivable through :GetSpectrum() which returns a frequency spectrum through a table of numbers
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There’s a lot more you can do with Wire but the point of the new Audio classes is that it allows you to customize where your audio outputs, what inputs and what and where the effects are (e.g fade)

AudioPlayer | Documentation - Roblox Creator Hub AudioAnalyzer | Documentation - Roblox Creator Hub Wire | Documentation - Roblox Creator Hub (edited)

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Sounds like a great topic idea for #resources:community-tutorials! Maybe I’ll make it! Once I figure this out… :face_with_spiral_eyes:

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Haha, it took me a while too due to weird nature of having wires to connect everything up (like welds). It’s a really cool modular system

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It’ll probably work similar to the way the audio mixer works in professional studios and DAWs

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Yeah its very similar to how the mixer works in FL Studio

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It’s the same validation that is shown in the publish menu. For instance, if you import a character with an arm too big, or bad vertices, or whatever else. Only our defined automated validations, nothing potentially subjective (like things that look like accessories on your body).

The idea is to surface avatars we know we won’t accept as early as possible.

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That’s more commonly called Hot Module Reloading (especially in the web development community), and is possible in Roblox through libraries like Rewire. Anything like this that makes iteration faster is a big win for developers if it allows us to write, test, and debug code more efficiently, and if possible I’d love to see something like it integrated into Studio as well.

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Exploiters after I ban them in real-time because I don’t have to publish an update anymore to create an anti-exploit script for a glitch:
gone

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i think thats not what it is, but rather a live scripting where you can see your collaborators coding, kinda like in figma.

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To be clear, this is referring to what @colbert2677 posted:

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My disappointment is immeasurable and my day is ruined.

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How can you have a bad experience with ProtectedString when it is not even a legal type? It is only used in script sources. You cannot define a string as ProtectedString as it’s a locked property type.

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Exciting, very similar to VSC’s live share feature which I quite like. So happy that Roblox is embracing multi-worker projects and studios and this will make code reviewing for junior developers much easier to do as they can be critiqued and watched live.

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Technically, since Luau is an interpreted language, this is possible but would require major modifications to the engine.

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