The Volumetric Sounds Beta is Here

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)?

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Ironically I am currently working on dynamic environmental ambient sounds, so this is SO well timed! Loving the work, everybody. :grin:

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An unequivocally great change! I canā€™t wait for this to be fully released.

Ufortunately i tend to ignore betas like this until Iā€™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 Robloxā€™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. :slight_smile:

Does the volume of a sound gradually lower when leaving an area with a sound with limited hearing distance? Iā€™m getting tired of sounds just immediately stopping when leaving an area rather than them fading out.

Perhaps donā€™t use ā€œInverseā€ as the RollOffMode, I suggest using Linear or InverseTapered

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I was unaware this feature existed, as I tended to ignore it. Thank you for the clarification.

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Thatā€™s a bruh moment beginner mistake to make, but Iā€™m glad to have tought you something useful

During my 5 years of developing, I havenā€™t really configured sounds much other than their distance, volume, and playback speed.

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Thatā€™s really a great update!!! pretty sure a lot of developers love this update!!!

Thank you! Iā€™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

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This is really cooll, Thank You :slight_smile:

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wow wow wow this is so exciting!

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In the video demonstration, the only difference I noticed was that B was louder.

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Im not saying I have bad internet or anything but like nice buffer wh- I meant video ;(

But honestly, after waiting for that unholy buffering this is awesome for sound-scaping certain regions!

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Thanks for this :heart:
Its great & useful! :raised_hands:

Does this mean we could see something like audio playing from different locations depending on our orientation to the part?

For example, suppose a player is wearing both earbuds or a pair of headphones. If green is the part and the player is yellow, looking in the direction of the yellow arrow, the audio would be louder on the left side than on the right?
image

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This is frickin awesome. But Iā€™d really like to know when weā€™re gonna get performance updates for rendering and such. My 3060 is still struggling to handle what should be simple games.

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