This update is already much better than it was only a few days ago!
I would like to know if the Audio Discovery plugin will give the “all clear” on audio that’s been excluded from the update (in terms of being private) via the SFX team?
This update is already much better than it was only a few days ago!
I would like to know if the Audio Discovery plugin will give the “all clear” on audio that’s been excluded from the update (in terms of being private) via the SFX team?
Yes, private assets is basically archiving them while offsale are audios unable to be bought.
any plans to add some real music, not monstercat “audio”?
Please add the abillity to link licenses to audio.
A lot of free use audio includes a license that MUST be distributed WITH the audio, without this licensees cannot license audio, and they also cannot prove that they own the license to roblox staff.
This is a necessary addition if you wish to make audio private, i want to be able to prove we can use our audio for our purposes, but cannot, and several audio we have uploaded have been taken down because no one bothered to check if we had the license to use it, despite being completely within our right to use it.
A key example of this is rhythm game focused EDM music, which is generally availible for public usage for non commercial use, I.E maps for rhythm games like OSU, geometry dash or our game TRIA.os.
Without being able to show the license, we cannot prove that the audio is free to use for our purposes in our game.
They should pay for some of the songs played at roblox events. This, would be an amazing change.
As I’ve said in the last thread, we are in desperate need of an improved audio library and asset search filter system:
You should broaden your definition of ‘creators’. We’re not just talking about the creator of the sound file, it means protecting the Artist’s rights. (you know, mainstream music artists).
The people disregarding these rights and uploading copyright music (by bypass techniques or otherwise) are the ones who caused this mess to begin with. They’re not going to choose to set them to private when they illegally upload them.
Thank you Roblox for responding, I know you are in a tough position with the lawsuit, and even though it is obviously not the ideal outcome, you did your best, and improved the update as much as you could. Take this as a lesson on what not to do next time, Special thanks to @tnavarts, he was very active in responding to posts, and that is something we all can appreciate. The future is not as bleak as anticipated.
Is it just me or is it strange that Roblox hasn’t mentioned the lawsuit once? Maybe they cannot mention it for legal reasons. Anyways, I’m sure they would not rush out this update so quickly without being forced to.
I also appreciate that you guys are uploading lots of free sound effects, definitely will use a few!
Finally Roblox is making SFX sounds.
The problem with the default limits is that they are so pathetically low that it kills the idea of young people on this platform designing sounds and/or music.
When you search for something on the Audio Libary, you basically don’t get the result that you have asked for. Please do something to stop this.
Something tells me this was because of record labels being upset and sending the lawyers after roblox because of copyright reasons, so instead of targeting the main problem, they’re throwing us under the bus and billing it as “protecting the rights of creators”. Private audios is a feature many have been requesting for ages, and I guess Roblox sees this as a perfect opportunity to give people what they want while hiding the real reason behind it.
Due to the refusal of modifying the deadline, I’d imagine there’s some legal pressure behind this. If this wasn’t the case, there’d be no reason for them to not increase the limit.
On experiences with scripts that break due to the privatization, will there be a message saying that the experience might not function properly and is awaiting an update (similar to the Experimental Mode removal shown below)?
I’ll bet that roblox will just make the audio silent/unplayable, but still allow the scripts to run anyway.
Thank you for bringing this up. This was my biggest concern with the update. I am glad for this 2nd post giving more transparency
I would be interested to know why as well. I have everything you have (verified account and opt-in beta program) and the only thing I do not have is the Premium.
This still does not outline what the requirements for 2000 uploads are, this has been confusing many people and we would like some more transparency on this!!
In the original post, it said somewhere that events triggered by audio would not fire if the audio isn’t playable, but I wonder if they will make it so the event does get triggered even if the audio is private…
Thanks for uploading all of the sound effect audios with (SFX) to the audio names so they don’t get confused with other sounds in the library.
There is also a LOT of SFXs; they was not kidding when they said they were going to upload 100,000 audios and from my brief browsing they sound good and there’s plenty of variety. The amount of water sounds is ridiculous on it’s own which I appreciate. Not to mention that if we’re still unsastified with the library provided we can upload our own audios for free now which is great.
I like this update, however, ya’ll could’ve avoided the amount of heat recieved if this post and the resources provided within were revealed more quickly than sooner. Since the deadline can’t be adjusted this was more than likely something out of control and unavoidable unfortunately.
Still thanks for the update though. A lot of people like to say that radios are dead, but I say radios are just going to change evolve in a different path than we expect.
There is one thing that would make this update easy to deal with for me, and that’s if any currently-public audios that the game owner has in his inventory remain playable in the owner’s game.
There are a few reasons this would be a good change:
It still keeps players from using boombox gamepasses to play whatever audios they want, which is one of the main reasons this update is happening
It wouldn’t violate anyone’s asset privacy since only audios that have been explicitly set to public could be used
It would keep developers from having to change all of their audio IDs since all they’d have to do is go to each audio and choose to add it to their inventories