Private means you won’t be able to use it at all and the audio is locked to the uploader.
Offsale means that you can still use it, but you can’t buy it to put it in your inventory and (I’m not sure but I also think it doesn’t show up in search results)
I hope there will be a option to gain permission for specific user, as often we develop without publishing or saving into Roblox (Such as developing a parallel version of the game). Apart from that,it would be painful for the owner of the audio to go through all audios for updating the universal IDs when we got a new test place.
I’ve never DevExed and I’m not id verified. I am however in the beta program and own games with a decent amount of visits.
As I’ve mentioned in another part of this thread, I think it’s just something that was given temporarily for developers who have active games to upload audio before the end of the month.
Being able to grant permissions off the bat to specific games is a good step. However, needing direct edit access to experiences to do so without a good alternative on the 22nd (cough public setting) is very stifling. Games like TRIA.os and Flood Escape 2 rely on being able to load soundtracks from the marketplace either uploaded by map creators, such as myself, or by other users. While it’s easy enough to upload a song yourself, now, allowing the game to use it is another matter, and not even knowing when we’ll be able to set our own audios to public again is a cherry on top. For TRIA, specifically, the planned workaround which involves uploading soundtracks to the game creator account puts an unnecessary burden on the developers and gets in the way of the map-making community, at least until we’re able to set audios public again.
Once again, not even having an estimate for when we’ll be able to set audios public again reeks of poor foresight, and it sends off a very push now, fix later vibe. I hope we don’t have to wait long.
After reading this and reflecting on the changes, I am glad to say I support this now. I am very happy to see that attempts to preserve sound effects are being made. I just hope the effects of this are not too bad for certain communities(ones that use alot of music), including me.
This does seem to claridfy a few issues a had with it,
Overall I still feel that roblox was probably sued again by music companies and had to quickly act on copyright infringement stuff,
But i still think this was way too rushed and should have had at least a little more planning,
Overall i think this is an ok enough update for copyright protection and preventing the roblox company being sued again,
But it would have been really helpful to not rush this so quickly and at least give us, the developers, a bit more time to change our games music, since most hard worked games have at least 25 - 100 audios or more in them, and it takes some time trying to replace all of those audios all in one month.
Just seeing this now, and while I’m immensely glad to hear this I’m still incredibly confused and concerned regarding the handling of the situation as a whole. If audios will eventually regain the ability to go public then what was the purpose of this change in the first place?
Are preexisting audios uploaded before this change was presented going to return to normal without the developer having to go back and set them to public manually?
Likely not as I don’t understand why we’d be told to replace particular audios in the first place whatsoever, but if so, what in the world is the point of obliterating half of the library and partially muting half of all games on the entire platform? Why force developers to unprivate audios manually if this isn’t the case? What was the point of this change in any capacity? I’m ridiculously confused here and I feel like this change wasn’t communicated in the best way it could’ve been at all.
The feature to allow different experiences to use your audio is very limited and should seriously be reconsidered. As it stands, right now, on the site, you can only grant permissions to use audio to places you have edit access to. This pretty much defeats the whole purpose of the feature to begin with. You should be allowed to select experiences that can use your audio.
This would open up licensing audio from other users, using your own audios in games through boomboxes or other features, and more, while not reducing the privacy benefits for users.
The ability to use audios uploaded by other players is essential to the community I develop in, and if this feature isn’t changed, or the ability to make audios public isn’t live at launch, will cause severe disruptions in the community.
Giving the option to grant permission to specific users, groups, or to specific places, regardless of your ownership or access, should be allowed; it’s your audio and you should be able to decide who uses it if you wish.