My research is a test benchmark for the total sound instances that can be synchronized in Roblox. These are the results. This may be useful or useless to someone, but just know that it’s only research
As the squirrel said its cool information, I’m sure no one has 400 audios playing at once though!
Maybe a max of like 50?
What happens if you have 500000 audios playing at once but half of them only one player can hear and the rest another player? Does it act like 250000? or does it act like the normal 500000? Would be a cool test to do!
It really depends on the game. Im working on a shooter game, and the amount of sounds easily reaches the hundreds in fuller servers. Think of bullet impacts, footstep, gunshots, weapon foley, environment sounds like fires, wind, ambience, etc. It adds up surprisingly quick unless youre being careful with sound usage. In the case of my game, which I dont want to be careful with the amount of sounds, I added distance culling (dont play sounds user wont hear) and a heat & queue system (if too many sounds of low importance are playing at once, sounds may delay or be forgotten). I highly recommend these kind of optimizations for larger games because sounds take up more performance room than youd think, and from experience, do have weird effects in large counts which this post gives some helpful details on