I might have missed something though, are directional sounds now possible easily without having to do a ton of obnoxious local scripting? Like a sound emitter/instance that plays sound, like a speaker, aimed in a specific direction (thinking, having one audio for the front of a jet engine and one for the rear, or a trumpet/horn blasting a certain way). I know it has been suggested before, but I have honestly lost track on most of this update and am unsure if it got implemented.
Hey @DieselElevatorsRBLX; this is being worked on currently – we’re aiming to add a directional-attenuation API (and accompanying visual-editor) that lets you specify how loud each AudioEmitter
or AudioListener
emits/hears in each direction.
sometimes on initial join, everyone is muted (for you) by default even when they’re talking, and the only way to fix this is to Esc then manually Mute then Unmute everyone.
Hey @Nogora22; we’re aware of this issue and working on a fix – sorry for the inconvenience.
As a very temporary workaround, you might be able to work around this by running a localscript that loops through all AudioDeviceInput
s, and flips their .Muted
property back and forth – but this shouldn’t be necessary for long.