Sound Engine Broken - Choppy / Nonexistent Sounds

The sounds get messy in my game if there are more than 2-4 cars spawned. It gets extremely choppy for some reason.
https://www.roblox.com/games/7653971471/Project-Inertia

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I’d also get this crackling sound in other games I made.

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Just want to add another problem I’ve noticed on both mine and other peoples games. It seems if there’s a load of the same sound in different parts but put together (a google example being door alarms on our trains in each coach), and they all get told to play, only one, or most of the time none at all plays.

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I need to bump this issue again. As shown here, with my output log visible, I am telling these sounds to play only once, shown by the printing in the output. However, the sounds are quite clearly glitching out here or being told to play more than once. This doesn’t happen on Studio in my testing place, and I believe is part of the issue:

The sounds continue to glitch like this occasionally well after this has happened.

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This issue is back again in Ultimate Driving when you try to drive specific vehicles it just remains silent like it is an electrical engine. Hope this will be fixed soon and it happens sometimes in The Wild West.

I have also been experiencing this issue in my Roblox game (Hakura Railway)
It has been occurring for about a month, With the exact same problem as the people above.
(Sounds suddenly disappearing, Being choppy and laggy, and the beginning part of the sound not playing)
I wonder if this issue is related to sounds played from objects that move? Because i see a lot of car / train sound issues and my case is the same.

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This issue was fixed but appears to have returned after the most recent ROBLOX update.

It now cuts out all sounds and breaks the users audio until they rejoin. I have looked over my code and game sound files and more numerous times and I have been unable to correct it.

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I’m going to add on to this by sending my oldest post related to this bug.

In my case - and what I’ve been dealing with for a while - I make vehicle engine sounds using upwards of 15+ separate sounds (my personal best was 53); they all fade in and out sort of like how other people have described.

I’ve noticed consistently that the sounds tend to break when the volume / pitch is very low, usually volume, and whenever memory usage is high. In Studio, sounds usually never break and I get very smooth engine noises. In games with high player count / memory usage, the individualized sounds tend to break much easier.

All other observations from others are valid and line up with my use cases so +1 to all of those.

I remember from printing volume and pitch updates that the client and server agrees on the values being sent for the sound to be updated, however the sound just doesn’t want to update assuming via FMOD’s implementation.

I never wanted to repost my 2019 post as I couldn’t get reliable replication, sort of like how others have described here, but hopefully this observation with memory could help.

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Could this issue please be revisited, as said in a post I recently put up here it is occurring once again after a ROBLOX update.

It is causing me to lose players with no apparent changes to sound on my end, just spurratically occurring one day.

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I am experiencing this issue in my experience and, contrary to what other users are saying, it happens mostly in Studio and my place doesn’t use a lot of memory either.

Game for context: Nid's Buses & Trams - Roblox

Most notable symptoms of this bug are relays clicking multiple times while they should click once, and engine sounds getting interrupted for a short moment.

All sounds are controlled from serverside scripts, however it even happens even with sounds that are played once so I doubt the script and it’s type has anything to do with this issue.

Updated: I fixed this issue by doing the following;

There was a useless audio located inside one of my cars that had PlayOnRemove enabled. This was causing the entire issue all-along or somehow had minimal correlation.

I am experiencing a similar issue I don’t believe was documented yet.

1st condition:
In a certain condition, with about 20 sounds playing in workspace at a time and over 40 sounds playing locally using SoundService:PlayLocalSound, eventually all the sound just stops and no longer can be heard by the client. Even new and newly played sounds cannot be heard, the game just goes silent until you rejoin. AmbientReverb is set during this condition, and most of the sounds playing in Workspace are looped and have a high RollOffMinDistance (they are also parented to a BasePart or attachment). As far as I know, this condition does not happen inside studio.

2nd condition:
In another similar condition without the sounds playing in workspace, sometimes the game music just stops and it’s able to be played again if the Playing property is toggled or Sound:Stop() and Sound:Play() are called. AmbientReverb can either be set to a ReverbType or “NoReverb” in this condition.

In both conditions, volumetric sounds are enabled.

The issue currently occurs on placeId 2183916813.

Specifically, when guns are firing using SoundService:PlayLocalSound(), this increases the probability of the 1st and/or 2nd condition occurring.


Additionally, after many sounds have played at once and continue to play, every other sound including the one that plays becomes very distorted for a second and then goes back to normal.


Here’s a video I’m providing to show what the 2nd condition is:
robloxapp-20220819-1317082.wmv (9.6 MB)
After using a very powerful weapon configuration and shooting the ground (which causes many sounds to play with PlayLocalSound) the music stops as described in the 2nd condition. This was done in studio, but I have seen it happen in the player as well.

Need to chip into this again as recently one of the issues was fixed only for it to get broken again.

On 5th October I was on my train game that has loads of sounds and unlike before, all of the looping sounds were constantly audible. No sound ever “unloaded” or randomly went silent when its volume reached zero. They were all there, as it was supposed to be.

Then more recently, this fix was reverted and now sounds are randomly going silent again. Please can this be looked into, it was great to have all the sounds constantly working rather than randomly being unloaded just because their volume was at zero.

Happening to us in AFR constantly as well, half of our music and particles stopped working.

Yes this is definitely active again. Last night over 1/2 of the sounds randomly died in our game. Every new server couldn’t even hear them, we tried for hours. And they all have permissions. Unfortunately I question if this will EVER get fixed

This has been happening to me the time I wrote my previous post. It still happens to me, and I can still get the 2nd condition.

Is it possible for this be looked into again? Its still happening for me

I’ve read the title as “Source Engine” :skull:


This is still happening but has been less loud, while also some sounds are completely muted or cut off

Hello Devs and other folks!
We’ve made some changes to increase the number of voices and smarter managing of sound loading and unloading. Since then I spent some time in “Ultimate Driving”, “Berkeley County, Concord”, “Grand Continental Railway”, “The Strongest Battle Ground”, and a few other experiences. I haven’t been able to reproduce this issue, so I am assuming we have fixed it based on those prior changes.

The issue should be resolved, but please reply/drop me a line if you are still experiencing the issue of audio cutting out, let me know the experience and what you did to reproduce it.

Thanks all!

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