The Volumetric Sounds Beta is Here

amazing work guys, we love it :+1:

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Seems really cool. And this is great, and love it! It is really useful feauture on Roblox! Can’t wait to use this in my games :slightly_smiling_face:

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I’ve been wondering about something like this for a while. Very exciting to see a script-free method of something like this. Even more exciting to see that other types might be being worked on outside of basic parts. I’d like to see either union or model/group support for something more unusual such as a bending rivers.

Speaking of rivers...

(Somewhat off topic)
It would be nice to see some more water options in the upcoming terrain update. Things such as different flows of water. Or perhaps even a part that can obtain the same water effect that terrain water has, with its own properties separate from the global terrain properties.

Though this does make me wonder about the other audio related things I thought I heard about in a recent RDC. Such as walls blocking or muffling audio realistically or material based sfx? Either way, I’m very excited for these audio based improvements.

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There are some people wondering about this so i’ll make it more easier to understand:

Here you can easily notice that further away from the part with sound, it’s obviously directional, and closer to the sound part, it can be heard in both speakers, no matter where you’re facing relative to the part

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Looks promising
Handy to give more life for a game!

I have no idea what I would ever use this for but I love it

Well this will make it a lot easier to make music play when a player enters a area with very minimal coding, that’s pretty cool!

Could we also see this implementation with cones and wedges as well? That could be very useful for sounds only facing certain directions. Perhaps this can be faked with angled parts?

Best example would be think of an Aircraft. Sounds of the engine howling or spooling are audiable clearly from the front of the plane: Qatar Airways A350-941 powerfull Trent XWB sound!! - 4K - YouTube Once it goes past however and the front of the engine is no longer visible to the eye(Where the spinning spiral and turbine can be seen) you only hear rushing air from the engine Exhaust. Ideally how this update I’d assume is that you can make sound play forward of an object, picture a green arrow that indicates where the sound plays clearly towards, anything else not pointing directly towards that arrow will see the sound start to reduce/ lose clarity as per real world.

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Awesome update. You just removed the need for me to calculate the volume of a sound based on the position in a map (done with maths). Excellent work!

This is literally amazing!!
Great work with this feature!!!

I assume this will replace the current behavior when it’s rolled out fully, no?

It seems the classic behavior will be preserved when using attachments.

Is this opt-in only for Studio, or will it be implemented in-game now as well?

This is amazing! I actually have been waiting for this update a long time ago!

It’s late but better than never.

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This update is great! I cant wait to use this in my game.

Welcome to dolby atmos.

(30carat)

Making good ambient noise has always been pretty difficult and tedious to add(especially general ambient like distant sirens in a city). This change is awesome!!! :smiley:

Amazing! I had to use plugins and scripts before to do something similar. This definitely will improve people their experiences, and make it more immersive. Thanks!

Spectacular! Very important to have great sounds to go with great games. Can’t wait for this new feature to become public available to all.