This issue has consistently been going on for months, and now I can’t even find any method to mitigate it at all, it’s seriously infuriating and irritating, please fix this!
This issue has appeared for me as well in the past few days, first it only started to happen for a certain landing sound in my game, but then it ended up happening with every single sound that was cloned and played when it needed to be played.
Unlike for others, it’s super inconsistent for me in sessions, if I playtest, it can end up happening for almost every single sound, but if I playtest again, it may only happen for a few sounds.
I’ve been having this in studio for months, I didn’t exactly pay much attention to it hoping it’d be fixed in the background until now. Its genuinely gotten worse somehow and is starting to become such a nuisance that i can’t even test sound effects anymore. Please do something about this already.
Also just trying to press the Preview button in the properties of a sound is also delayed by roughly the same amount of time as it’s delayed ingame (~0.3 seconds)
Another new thing I noticed is any client script cloned sounds return their TimeLength as 0 and IsLoaded as false and only update a bit after using :Play(). That’s something that used to not happen until now all of a sudden and i have to work on my preexisting code which used to work trying to make a workaround for SFX creation.
The ~0.3s time it’s delayed also throws off a delay of TimeLength - 0.15 i have set to make the sound tween its volume to fade out. It procs it to fade out earlier (cause the sound was still “loading” or whatever but the delay can’t wait) which makes a huge difference on sounds that are short in length.
It might just be a me issue (cause i haven’t heard any of my players mention it nor when i asked about it) for this next one but on top of that some sounds in the published game are starting to just outright stop working/get cut out despite it being completely fine when i first published the update including them
Another update: I clean reinstalled roblox studio hoping it’d do something, and I thought it was fixed, as during the first playtest that I did, all the sounds were playing exactly when the script called them without delay, nor were they getting cut out (due to my fade out function). But yeah as soon as I started up a second playtest it was back to being delayed again just like before. I don’t know how useful this info is but I think it’s worth to mention nonetheless
i’m having delayed sounds in Studio as well. it’s affecting aspects of my game which sync sounds to parts of animations.
I preload all game assets using PreloadAsync. sounds that have already played not even a few seconds ago are delayed.
does not occur live games.
actively having to switch from studio → live sessions just to test something with sounds is really not ideal.
I clone and play sounds under objects and then destroy them when they’re no longer needed.
This bug also started happening for me inside studio roughly five days ago. Sounds would immediately unload the moment they aren’t in use, so any sound that isn’t used consecutively would have immense delay before it actually plays. Previewing a sound would also have the same effect, being incredibly delayed.
I’m finding a pattern where the first playtest of a game usually functions completely normally, but any playtest onwards would have that same bug if not worse. I have ReloadAssets turned off inside studio, but it still attempts to reload the soundIds. I have reinstalled studio multiple times but that still hasn’t fixed the issue.
It’s incredibly irritating knowing that this bug has existed since last year with not a single patch in sight.
I’ve noticed that longer sound effects seem to be affected more often. Short sound effects, especially when they’re triggered repeatedly, don’t seem to have the same delay, or the delay becomes much less noticeable.
I want to know if this is being worked on or not
Ok so it is indeed a bug. I was so confused, I thought I messed something up in my game. Hopefully it’s fixed soon…
Can y’all hurry up and fix it??
Been having this happen to me for a few weeks now. Really starting to piss me off & I can’t test SFX at all.
Try using SoundService:PlayLocalSound() for client sounds instead of using Sound:Play(). Got rid of the tiny delay for me.
Same here. It feels like Studio re-fetches the audio asset on every play instead of caching it, so the delay never goes away. In-game the first play loads it and every play after that is instant. In Studio, every play acts like the first one.
This makes SFX work almost impossible, which is a lot of what I do. The only way to hear correct timing is to publish and test in-game
I don’t know if it’s related, but there was a “Texture” unloading bug that might be related to this one:
Since both are related to caching
I’ve been having both the audio issue and the texture one you mentioned (for months) ![]()
. Also oddly enough, the first test session when opening a place, the audio issue doesn’t happen at all, it only occurs in tests afterwards.
Hey all, it turns out a change to our central memory coordinator was giving Roblox Studio a very small amount of memory for audio assets – as a result, it would try to unload the least-recently-used audio files to save space.
That system was intended to prevent out-of-memory crashes, but currently it seems way overtuned, so we’ve disabled it. Studio should be able to load a lot more audio now.
While looking into it, we also realized that “least recently used” didn’t consider Sounds or AudioPlayers that are cloned from as being active/used – so those would be more likely to be unloaded first. We’ve got a flag coming soon that corrects that behavior as well.
The issue seems to be fixed for me; all sound assets are properly loading in now and no longer have any delay. Thank you.