Update seems good!
Will there ever be an option to emit sound at a position without having to create a part, just to destroy it thereafter to create a positional sound?
Update seems good!
Will there ever be an option to emit sound at a position without having to create a part, just to destroy it thereafter to create a positional sound?
This is cool, I have been making 2 or 3 attachments spaced out around my waterfall and separate sound objects to make this myself. It’ll be interesting to see how the new beta sound compares to that method.
Attachments will continue to be treated as single-point emitters, and small parts will still be highly directional. So to achieve the classic behavior, attachments are a good option; volumetric behavior will be most noticeable when sound is emitted from large/wide parts
The point was to get the volumetric sound though, not to have something play everywhere. This method wouldn’t have directional audio which would defeat the purpose.
Nice. I think this will be a really useful update.
To expand on what is quoted here, to recreate the old behavior, you’d add an attachment to the part in question(placed at the center of the part) then put the sound object in that. (I think) But like he said, for small-ish average sized parts, you may not tell the difference.
The way I would use the new beta feature is to make a huge no-collide invisible part around my waterfall to create the volumetric sound.
This is really cool, is it possible we could get something like a sound getting quieter to the listener if there is a wall in the way (and getting louder if the wall is removed)?
Ironically I am currently working on dynamic environmental ambient sounds, so this is SO well timed! Loving the work, everybody.
An unequivocally great change! I can’t wait for this to be fully released.
Ufortunately i tend to ignore betas like this until I’m actually able to use it in a production game, since switching the size/quantity of waterfall sound emitters (for example) would sound weird with the beta disabled in production.
This is pretty poggers ngl, it allows people to make easier ambience other than calculating it themselves!
As an audiophile, any update to Roblox’s sound engineering and design makes me extremely happy. I look forward to the spatial sound Roblox featured at RDC. I would love to manipulate audio tracks in Roblox and make them behave like a receiver would with a surround system. A possibility to someone making a world class production of something like Dolby Atmos in Roblox would be AMAZING! Keep up the good work, the directional sound featured in the topic post is truly epic.
Does the volume of a sound gradually lower when leaving an area with a sound with limited hearing distance? I’m getting tired of sounds just immediately stopping when leaving an area rather than them fading out.
Perhaps don’t use “Inverse” as the RollOffMode
, I suggest using Linear or InverseTapered
I was unaware this feature existed, as I tended to ignore it. Thank you for the clarification.
That’s a bruh moment beginner mistake to make, but I’m glad to have tought you something useful
During my 5 years of developing, I haven’t really configured sounds much other than their distance, volume, and playback speed.
That’s really a great update!!! pretty sure a lot of developers love this update!!!
Thank you! I’ve been waiting for this update for quite a while.
This is a fantastic feature, and it will be fascinating to watch how game creators will utilize it to significantly improve the sound design of their games.
In terms of RPG maps, I could see me utilizing this feature; it would make boss music sound incredible, and it would allow you to hear where it is from your current location accurately
This is really cooll, Thank You