oh, but i will find out. the good or bad way but i will upload
IIRC the legal limit of use of a copyrighted audio is 7 seconds max before you legally infringe on an audios copyright.
I think you guys totally went cheap with licensing. Roblox is worth nearly a billion dollars yet they license music nobodies ever heard of. Licensing actual music would be in the thousands range per song, which sounds like a lot but Roblox could probably easily pay this. I think developers deserve better music to begin with and the entire lawsuit would have been avoided if you guys did this.
Thank you so much for this update. I have one question tho, will verified models (mods with the badge thing in the toolbox) have their audio privated?
Yes. Every single audio that is longer than 6 seconds will become private, regardless of origin. The only exception to this rule is Roblox-owned audios and partnered audio providers (such as Monstercat).
I do really think limits are bad there, even if there’s a survey. I still think it’s so-so with limits
Can I ask why we need to have edit access to grant permission to an experience to use our audio? I don’t see what that really accomplishes. Not everyone wants to give people edit access to their entire game just to use an audio file. The audio file can still be permitted/not permitted, so I don’t see what the “edit access” has to do with anything.
From what I’ve found, they are all different versions. For example, some have a drum beat and others don’t, some are just the melody and others are just a backing track.
Ok so I uploaded an audio because it was going to not be able to be used on my project… and it’s saying it still can’t, on further “research” it’s saying places has to be published? Seriously why can’t we use audio that we uploaded ourselves on our own local saved projects. I personally prefer to save my stuff locally and only publish when I’m ready to.
That said to do have a published version of my project however I work on my locally saved version and only save locally, and only publish when I want to test something, which is not often.
Just another reason for me to dislike this change, if it’s set to private, there should be no reason why we can’t use our own stuff, on non published projects. With out having to grant permission… or even grant ting user permission would be nice just so it can be used across all projects by users you allow…
Closing note… I hate the fact roblox keeps trying to make everything required to be published… and if they are doing this same thing for other asset types that’s going to make things more of a pain…
Only four more days until our games get silenced
This is the end of an era.
The answer to your question is in the OP:
This was asked for by many group game owners and that is why Roblox set this up before the deadline.
You completely missed the point of my question.
Yep, I normally do. You’re asking for stuff that hasn’t been released yet. There was going to be no permissions settings, they added some permissions settings to help with the deadline, and you’re asking why it doesn’t do something else that it wasn’t meant to do.
How would this work if you’re trying to do collaborative work?
Best reply on the entire post and gets the point across clearly. Those praising the platform for “responding to developer feedback” have not truly considered what the response actually was and that it really doesn’t change anything about how utterly disastrous the audio privacy changes will be.
More huge essay of angry ranting incoming.
There is absolutely zero reason that this change should be deemed “necessary” in any capacity. It appears that rather than attempting to settle the lawsuit in a reasonable manner Roblox has opted to panic and break half of the audio of almost every single game on the entire platform then place the burden completely on developers to go through every single game they have ever made and manually reupload or replace audios individually.
Legacy games will completely lose their iconic music and many of their sound effects possibly forever. Developers will have to work to compensate for a change Roblox made completely at random with an abhorrently short deadline. Future developers will have a major headache attempting to find music and sound effects to suit their games as the library will be a shell of its former self. There is such a ridiculous myriad of better ways this change could be implemented and the current handling of this situation is unacceptable.
Why not only apply this change on newly uploaded audios so that you’d have a fixed amount of audio to deal with and filter out unlicensed and problematic material from, fixing the issue of copyright and also not muting half of the games on the entire platform? Why not implement a DMCA takedown system that those having issues with problematic audios can utilize to handle issues like this themselves, deflecting huge issues of litigation like this? YouTube has been doing it for almost an entire decade and despite its flaws it has more than worked out for them. Why wouldn’t that work here?
Why not just focus efforts into improving the system which detects copyrighted and unlicensed material in the first place? As it stood it was the absolute bare minimum. I could go on for hours. There is absolutely no reason why this specifically has to be the solution to this issue let alone with the ridiculous deadline of March 22nd.
I understand that something may have forced Roblox’s hand but why should I put my hard work into taking Roblox seriously as a game development platform if huge portions of my hard work can be ruined by an arbitrary platform-wide change like this with consequences that force me to compensate for myself?
Roblox might think that this is similar to the experimental mode update and that its “necessary” for the well-being of the platform, but that isn’t the case whatsoever. Experimental mode and the removal of “non-fe” games was entirely justified as the platform could not go on with exploiters being able to do whatever they want in certain games and toy with the reputation and safety of the platform. There was no other way to go about it. That is not the case here whatsoever. The majority of popular games at the time were also already filtering enabled which is not the case here as the deadline is ridiculously abrupt and the consequences far outweigh the benefits of rolling out this change.
This audio update might actually improve the website. This update would remove all bypassed audios and the next time another bypassed audio gets uploaded, only the person who uploaded the audio can use it, random users won’t be able to use it BUT i am aware that this might still screw and break a lot of pre-existing games on the platform. Some Roblox games and scripts sometimes break or stop if a value (audio) returns as nil.
I don’t think partially muting half of the games on the entire platform is worth making bypassed audios slightly less prominent at all. In fact, if you wanted to bypass audio, you could still just upload it yourself. Bypassed audios aren’t really the focus in this matter. This doesn’t really solve anything on that front whatsoever especially when developers also have to go back and replace every single affected audio in every game they have individually.
How do we go about adding audio to a game that isn’t mine? I’m adding audio to a team create game and the owner isn’t always online.
Additionally, how do music gamepasses work now?
They won’t. They’re pretty much useless now. Devs have already started refunding the musics gamepasses to the owners.
@Coeptus (creator of Welcome to Bloxburg) has already issued a compensation for all the owners of Unlocked Stereo gamepass.
This behavior is unacceptable for our use case. We want to be able to give experiences access to specific audios without giving the owner of that specific audio access to editing a game.
Our sound designers are sound designers, not programmers, they shouldn’t need access to editing that entire game just for us to be able to use the audios on their account.