Sound Emitter sounds Strange Up Close

I recently migrated to SoundEmitters and SoundPlayers from the original Sound Instance, and I noticed a strange alteration in what I heard, espeically in my character’s sounds (footsteps, jumping, etc).

Here is what it sounded like when I used “Sound” instances (before switching).

Here is what it sounded like after I switched to SoundPlayers and SoundEmitters.

As you can hear in the second clip, the footstep sounds almost sound like they are playing twice or are coming off from the side instead of directly below the camera.

I have only one AudioListener.
image

Acoustic Beta is turned off.

I’ve tried many different DistanceAttenuation curves, but none of them help, even when increasing the minimum distance before volume falloff. When using :GetAudiblityFor(), my sounds all return “1.” (as they should)

My audio system works by cloning a SoundPlayer at a point, creating a SoundEmitter and a Wire at that point, connecting them, and then running :Play() on the SoundPlayer. For the footsteps and other character sounds, this is done by putting the sound in the HumanoidRootPart of the character (I am using a custom rig).

Putting the sounds at the Position of the HumanoidRootPart didn’t change anything. It sounds the same regardless of whether or not the AudioPlayer is put inside the RootPart or put inside an attachment at the position of the RootPart.

The only way to fix this from what I’ve seen is to wire the AudioPlayer directly to AudioDeviceOutput, but this is not ideal since I’d like for my character’s footsteps to interact with the environment when using the Acoustic Simulation beta (echoing, etc).

Any help?

2 Likes

I noticed this in my game too. Only seems to happen with player sounds, but I haven’t done that much testing yet.

1 Like

This is still happening.

Wiring directly to AudioDeviceOutput has worked as a solution, but doing this prevents any Acoustic Simulation from happening at all and makes it sound bland.

Try setting all the parts in the character’s audio can collide setting to false, worked for me

1 Like

This doesn’t change anything because the issue still occurs when the Acoustic Beta is turned off as mentioned in the post.

AudioCanCollide is only available with Acoustic Beta turned on.