[Update] Changes to Asset Privacy for Audio

Yeah I agree. Can we at least get 15 seconds.

I am still incredibility sorry that this update is affecting you and other composers this badly. I sincerely hope that you continue business even after this update rolls out.
Even if the new stock sound effects are cool and all, there needs to be more recognition to music composers and sound effect creators on this platform, and I really donā€™t think that this audio update does much to help.

I got a fair amount of audio rejection messages for audios I uploaded ages ago, that were commissioned by me. I have access to the original music files and these are not ripped/stolen/plagiarized.

Is there any way for me to appeal these?

The message says the file couldnā€™t be read, but the ā€œupdatedā€ audio description says I violated ToS. The files were .ogg, so maybe there was a problem reading both channels? Maybe it thought the OST was copyrighted?

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Does rejected audio count towards your upload limit?
That would be really dumb if it didā€¦

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This change seems more plausible, Iā€™m just hoping weā€™ll get a more improved version of the creator marketplace anytime later this year because searching official SFX was always a trouble and still is :smiling_face_with_tear:

All I ask for is for the search engine to please be reverted to how it used to work in 2012. It used to ONLY return results that included every term in the search. Sometime a while back, this got changed to have it also include results for just ONE of your terms, which made finding specific audios with more than one word near impossible.

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This same exact thing just happened to me and a few of my friends today. These all were .ogg audios. Why is Roblox now actively removing existing audios because some of the audio teams continue to have issues playing .ogg files?

@tnavarts Regarding giving access to experiences to use our audio, do we need to do it for each sub-place, or is it just the main game we need to whitelist? For example, if my game uses multiple places, but is all one ā€œgameā€, do I need to whitelist each individual place, or just the main game?

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Thank you for listening to our feedback! It is unfortunate that this change had to happen. But thank you for responding and telling us how much the team cares about the devs. The SFX being looked at is very good to hear.

ok so

the ā€œplease enter a valid numberā€ is for the question under that which has to be just a number

and im p sure you only type a number into that if you select ā€œmore than 100ā€

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Sadly Roblox support is lacking, so you can try contacting them but it might get anywhere

Patience? Understanding? Ha!ā €ā €ā €ā €

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Once the monthly audio limit is reached. Are you able to upload additional sounds by paying the original 25 Robux per sound?

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This is a step in the right direction, however I still donā€™t understand why all audio assets are being privated automatically, and that is the one thing that makes this update hated by the community.

Thereā€™s a reason why people made audio public; itā€™s so other people can use them.

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Thank goodness this is a big step in the right direction! Instead of Privating all audio longer than 6 seconds, rather just investigating all the audios (Especially Sound Effects (SFX)), so might be keep it for now (as long as you granted permission kind of). But the most concern still remains. Privacy for other Asset types do not followed suit at all, and the Audio Update affects music which is highly scares. Still as bad but its a bit of the mediocre or below average update.

I myself have a limit of 2000.

Things I do not have on my account:

  • Premium
  • ID verification

Things I do have:

  • A place with 165.2k visits
  • Beta program

The update was released about a week early it seems, I couldnā€™t be less surprised they canā€™t even hold a single promise of a release date.

As of today, hereā€™s what my audio edit pages are looking like. (Slightly zoomed out to show the full thing. Above is description, below is open for comments and so on)

So by the looks of it, audio usage will be identical as before (allowing offsale/private audios) except now you have the choice to forcibly prevent use of the audio (and in the future when this is applied to other assets, those too) by means of a whitelist. So if anyone finds the audio through looking in your inventory, or via exploits, they canā€™t re-use it in other places.
This changes absolutely nothing about preventing bypasses or copyrighted music, so in other words this update gave us free audios and is forcing us to reupload a majority of the audios we used.

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Long sound effects prevents fluid and flexible modification of sounds ingame, you would have to inconveniently pause a sound effect at the perfect time so it doesnā€™t sound stupid because it had another basket coming in after the first hit. - Server Sided Cases just makes this harder to do as it will usually not always be exact, meaning you will hear a unfitting sound that plays after another.
Let me give a proper example, you have a explosion sound, now you throw a grenade and it explodes, it plays a sound effect by Roblox and we hear ā€œExplosionā€, that fits decently because it was just 1 explosion that happened, but then it plays another explosion because the audio had more in it, which means we hear an explosion even though no explosion happened. Do you understand my point here?
Note: Fluid and flexible modification such as combining sounds & etc.

I have run the plugin in an experience published under my account directly (not a group game), and all audios Iā€™ve uploaded on the same account over 6s are being flagged with a red X as needing to be replaced. I went into the config of a song and gave the universe ID permission, and itā€™s still being flagged as unready. Hoping the plugin is incorrect because Iā€™m not sure how else to resolve it.

Edit: After the most recent Studio update this issue is fixed for me

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Moreover, I do not think there is a reasonable explanation to give the ID. There is no reason giving an ID should increase the number of uploads.

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