[Studio Beta] Advanced Video API: Synchronize Video, Control 3D Audio, and More!

We plan to adjust the upload fee. It will be more accessible than the current fixed 2000 Robux fee.

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Are you guys going to extend the video length limit from 30s to 2m perhaps?

OOOHHH, This’ll be fun

I’m thinking times square recreation…

To this day I still don’t know how these instances work.
How can I make them work with sound effects tied to a character’s head?

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-- They already can be implemented today and are used pretty actively in some games. The only issue that I see needs to be addressed is the 1024x1024 image size limit is very limiting. Plus Roblox’s UI system being lacking in some areas.

Good news! As of earlier this year, we support up to five minutes.

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Not certain I understand the question; however, the documentation for VideoPlayer has a code sample that should work out of the box.

This may also help:

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great news for the 1 thousand people that have the money to upload videos and ever care to use them

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The only times I did use them I used them for the background of things. I just used the free videos which are meh

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now finally I can make a surround system for my Losense PixelVision tv, thank you so much, Roblox. I am enabling it right now in my Studio

We noticed an issue with the current loading behavior: the videoPlayer now auto-loads. We plan to fix this in the coming week, as the videoPlayer is still intended to not auto-load and should be used with loadAsync.

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These new APIs are really, really exciting, I’d love to see what more will be done with these. I realise there are likely some technical challenges related to this, but could we ever see ViewportFrames and Cameras getting an output pin so that they can emit to VideoPlayers? I could see some really interesting things done with this, I know this can somewhat be recreated using ViewportFrames (Tunneler is a great Portal-esque example of this) but ViewportFrames have their own limitations.

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Hey

Quick question, will the new video API be compatible with VideoDeviceInputs. I was mucking around with them (Using a command bar with threadidentity 6 got em to instantiate) and its quite weird that attempting to connect one to a VideoDisplay gives an error:

The pins "Output" and "Input" do not have the same stream type.

I was expecting them to connect since VideoDeviceInput literally gives a video (and possibly audio, I haven’t looked into it yet) stream from the player’s camera, with the CameraId being a string auto populated (Assuming from an internal call to game.VideoCaptureService:GetCameraDevices(), plus the fact you can connect a source wire to it.

Being able to connect the players camera to one of those instances would be neat. We would have video calls or even custom facial animation systems in Roblox.

Someones gotta make a best buy and have all of the tvs play the synchronized display video.

Can I just say whoever wrote this has gotta be my favorite staff member, I love the enthusiasm and energy!

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I think supporting the Camera instance is within the realm of eventual possibilities, but the “how” and “when” would be another story. It would likely require the ability to render multiple Cameras which has its own set of technical complexities.

As for ViewportFrames - would you be able to clarify the need of an output pin? Both a VideoDisplay and ViewportFrame have the ability to render under the same UI containers (e.g. SurfaceGui).

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Please Do im making jobs for my city sim and one of the jobs lets you work on your computer in game

i would very much love to have more video frames :frowning: this would be game changing

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I think the biggest use case would be for if you have multiple ViewportFrames that are all rendering the same scene, then you could reuse the same render for each of them instead of having to render each one individually, but I more so mentioned this just as a logical extension of Cameras getting an output pin rather than due to technical limitations.

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Hiya, if we can enable resamplemode on videos, why can’t we do it on surface appearances? or editable images? makes no sense at first look


This would be HUGE for anything projection mapping related. Its something we’ve been looking for for ages. What would be amazing is if we could also map SurfaceGui’s to meshes (and not have them be flat, but actually adapt to the shape of the mesh, part, etc…)

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