In honor of
National Bacon Day (yes, truth)
, Release 687 is off the pan, sizzling and full of meaty, crispy goodness!
(… bacon
bacon
bacon
bacon
bacon…)
IgnisRBX
In honor of
National Bacon Day (yes, truth)
, Release 687 is off the pan, sizzling and full of meaty, crispy goodness!
(… bacon
bacon
bacon
bacon
bacon…)
IgnisRBX

Is there any ETA for this?

EditableAudio??? (probably never lol, trying to work with 44.1khz audio in Luau would be a performance NIGHTMARE).
Bacon, yummy, although I prefer fish.
Would be great if it was also a feature for Shirt and Pants, this would allow developers to replicate wet clothes effect just like any modern game.
Gotta love the bacon shenanigans in your post
Good release note

Is this necessary? The nature of this change, a small volume bug fix, doesn’t seem that important for there to be a new property created for it. The Audio API is new, so it’s expected for the behavior to change a bit due to bug fixes.
In reality, I just dislike all these random “behavioral” properties scattered throughout a place. Inconsistencies between places start to pile up the older the engine gets. Could you at least unify their location and/or give us a nice menu to manage all of them in the same place?
its probably because code has been creating with the assumption of volume being a certain amount, and pushing a fix would break existing code. The behavioral properties do suck though, and i think a better solution would be some sort of “ApiBehaviouralService” that has properties that manage behavior for all instances in your game.
If it were still in beta, yes. However it has been released to production for a while.
It would certainly be more convenient for us to just change stuff like this but doing things this way is the cost of the backwards compatibility guarantees that devs appreciate from us. Once something is released on production we don’t break it with no warning.
With the update did you guys do something with chat? Cause /e no longer fires player.Chatted which is a bit troublesome for players that use admin commands.
Also excited for PBR on decals
Hey, about the Chatted issue – I am looking into addressing that now.
RE: Player.Chatted does not fire when using /e
I very recently started getting a new issue where sometimes setting Sound.SoundId to the exact same ID that the sound was already using, while the sound is already playing, will cause the audio to sound choppy.
I wonder if the addition of Sound.AudioContent unintentionally caused this, because it just lines up with around the time I started getting this bug.
For context, in my game I’m setting the SoundId of the character’s running sound every frame to handle custom material footstep sounds. And no, I can’t listen to Humanoid.FloorMaterial for this, because practically all parts use the same material.
But all I had to do to fix this was just check to see if the new footstep sound ID is actually different or not.
--as of august 2025, the sound will be choppy unless i add this check
if (running.SoundId ~= newSoundId) then
running.SoundId = newSoundId
end
I don’t see this in the change log anymore, did it get removed?
This change wasn’t specifically in this release notes, but it is seen in recent release notes and has hidden properties in studio that don’t function properly yet.
Hey! Could you please send a repro for this? I can disable the change and push up an actual fix if it is this. Even if the feature has been disabled already, sending a small repro file you used at some point can help me figure this out.
here you go
if you want to replicate this yourself:
take any mesh
go into blender
duplicate the mesh, go into edit mode, press alt+s and tap the up arrow on your keyboard once while holding shift
flip the normals of the duplicated mesh
export into roblox
change the duplicated meshes material to forcefield
Could you send over this placefile or attach it to a DM?
fresnelrepro.rbxl (109.6 KB)
here
after checking it seems the change has been reverted. thank you so much!