Roblox Concert Template Music Location

Hello, I am currently using the new roblox concert template, I have looked everywhere in the explorer (including sound service) but found the nothing, the only thing I have found is a sound group with no music in it, yet the music is still playing. Do you know where I can find the music?

I have found the AudioClass folder, just no way to change the audio

My first solution would be to go to every script and press ctrl f and then search for music:Play() or something

The second one would be to delete everything and play, if it still happens, then deal with it, if it doesnt, then re add things until you find the audio

Btw #help-and-feedback game design support

Hope this helps

I have found the audioclass, I just cannot seem to replace the audio.

Ok, is there a script involved, maybe show it?
Or show the properties

I dont know what an audioclass is exactly

This is all the code in it: local RunService = game:GetService(“RunService”)

local SafeSpawn = require(script.Parent.Parent.Parent.Parent.Utilities.SafeSpawn)

local function _assert(data)
assert(data.StartTime ~= nil, “Failed to create config | expected config.StartTime got nil”)
assert(data.SoundId ~= nil, “Invalid SoundId | string expected got nil”)
assert(type(data.SoundId) == “string”, ("Invalid SoundId | string expected got " … type(data.SoundId)))
assert(data.Volume == nil or type(data.Volume) == “number”, “Volume has to be a number”)

if data.OnStart then
	assert(type(data.OnStart) == "function", ("Invalid OnStart | function expected got " .. type(data.OnStart)))
end

end

local Audio = {}
Audio.__index = Audio
Audio.Type = “Audio”

Audio.task = task
Audio.SafeSpawn = SafeSpawn

function Audio:_constructSound(soundId)
local sound = Instance.new(“Sound”)
sound.SoundId = soundId

sound.Volume = self.Volume
-- TODO either have devs reparent wherever or default to env folder
sound.Parent = workspace

return sound

end

function Audio:_calculateCurrentSoundIntensityRatio(audio)
local loudestPlayback = self.LoudestPlayback
local loudness = audio.PlaybackLoudness
self.LoudestPlayback = math.max(loudness, loudestPlayback)
return loudness / self.LoudestPlayback
end

function Audio.new(data)
_assert(data)

local self = setmetatable({}, Audio)

self.SoundId = data.SoundId
self.StartTime = data.StartTime
self.OnStart = data.OnStart or function(_config) end
self.OnEnd = data.OnEnd or function(_config) end
self.CurrentSoundIntensityRatio = 1
self.LoudestPlayback = 1
self.Volume = data.Volume or 0.5

-- This is used by other config classes that sync to audio to prevent the class' process functions from waiting
-- if someone joins/seeks after audio scene time + audio length
self.IsDestroyed = false

return self

end

function Audio:_destroy()
if self.Sound then
self.Sound:Destroy()
self.Sound = nil

	self.IsDestroyed = true
end

end

function Audio:_attemptOnStart()
if self.OnStart ~= nil then
self.SafeSpawn.new(function()
self:OnStart()
end)
end
end

function Audio:Process(schemaProcessor, startTime)
schemaProcessor.Maid:add(self, “SeekFlag”)
self.Sound = self:_constructSound(self.SoundId)

-- this will t-pose/a-pose rigs at the end of a scene
schemaProcessor.Maid:add(self, "Clean")

repeat
	self.task.wait()
until self.IsCancelled or (self.Sound and self.Sound.IsLoaded)

if self.IsCancelled then
	self:_destroy()
	return
end

if self.Sound then
	print("Audio loaded")
	local timePositionOffset = schemaProcessor.timePosition.Value - startTime
	self.Sound.TimePosition = timePositionOffset

	self.Sound:Play()

	local intensityRatioCalculatorConnection = RunService.Heartbeat:Connect(function()
		self.CurrentSoundIntensityRatio = self:_calculateCurrentSoundIntensityRatio(self.Sound)
	end)

	schemaProcessor.Maid:add(intensityRatioCalculatorConnection)

	schemaProcessor.Maid:add(self.Sound)

	self.Sound.Ended:Connect(function()
		self:_destroy()

		intensityRatioCalculatorConnection:Disconnect()

		self.OnEnd(self)
	end)

	self:_attemptOnStart()
end

end

function Audio:Clean()
self:_destroy()
end

function Audio:SeekFlag()
self.IsCancelled = true
end

return Audio

Its a module script.

Ok, wow, thats a lot of script,

Sorry man , I dont think I can help, idk about this script

The best info I can give is: if you dont really need that script, then just scrap it, replace it with another audio

Best of luck

Alright, thanks for trying to help.

So you can read all about it here, and how to set it up:

https://create.roblox.com/docs/tools/modules/event-sequencer

There is an audio section on how to set that up too.

1 Like