Hiya!
I’ve been working on a spatial acoustic system recently, and as our studio is aiming to push Roblox’s capabilities to it’s limits when it comes down to realism, I decided this would be a good feature to implement.
Here is a showcase of it in action!:
The house in the video was converted into ice to showcase the echo - it isn’t that “loud” usually.
What do you think of it? would you use this in your own game, if you had the chance to?
Thank you cipharius for the help with the math! Couldn’t have done it without him
For those interested in the more tech-aspects, this is how it works:
I send raycasts from the player towards everything around it, compute the reverb, and use the average reverb of all raycasts for the ReverbSoundEffect. Each material has a different absorption rate, so if you for example were to be in a cathedral made out of marble, granite, glass and so on, you would notice that it has way more reverb than a house made out of stone or wood! This allows for ultra-realistic sounds
you are literally in the SH discord, check #questions-tier-2 lol
(EDIT: Sorry about that, thought you were optikk, who’s always active in that discord server lol)
Is this laggy with multiple players in game? Are the raycasts casted on the server or client? If it’s the client how are you replicating footsteps from one player to another?
Lag will be the least of your worries
As for how they will replicate across clients, each client will just calculate all the sounds of other players. Now this may sound bad initially, but in reality it would at most go from 0.6ms to 5-6ms, which is 5/1000 seconds. That would barely have any performance impact. If it still somehow does end up lagging, you can just disable the reverb option for other players - what’s most important is that the sound effects of your own character are realistic!
This is a great idea!
I tried to replicate this effect but I have run into an issue I fail to understand how you manage the reverb sound effect based on the value range of 0 to 1.
Are you willing to share how the absorption rates affect the sound effect directly?
Edit: Played around a little bit and found a solution.