Sound RollOff types

Can someone please explain me the difference between Inverse, Inverse Tapered, Linear, and Linear Squared.

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If you put an audio (probably a song) in a Part in the Workspace and have that audio play while you’re testing in solo mode, you can hear the differences if you move your camera, player, or the part around. The value seems to have an effect on the volume of the audio, and how it sounds while the part, player, or camera are moving.

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See the FMOD implementation:

Under “Distance models and linear rolloff vs inverse”.

Their names are straight forward though, they should be self-documenting.


This property will be getting more elaboration soon, as part of a larger effort to improve the quality of Roblox’s API documentation.
Stay tuned!