[Update] Changes to Asset Privacy for Audio

Is that right? Looking forward to use it then.

Iā€™m hoping more improvements will be made this year.

Capture
When sound is not longer than 6 seconds, it has a red cross
Needs to be fixed

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I have this exact problem right now with every sound effects I donā€™t own.

Was the sound effect inserted after the update? Every new asset is private regardless of length and at this point I donā€™t think Roblox is going to continue setting old sounds less than 6 seconds back to public, at least until they re-enable public audio.

Its an audio discovery bug due to the new roblox studio update

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Itā€™s been 3 months and still we have no response. That leaves us in the dark with private audio

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I have projects that must rely on sound effects. How long will it be until I can make my uploaded sounds public?

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It depends on if Roblox wants it public. Roblox claimed they would be making sound effects that are longer than 6 second public. Itā€™s been 3 months since the update, and we still have gotten no word on whether we can make audios public or not. This just proves that Roblox doesnā€™t listen to us.

I mean, it literally says ā€œcheck back laterā€ on the configure page so theyā€™ve got to do something about it eventually (unless they end up removing those references). At this point I imagine theyā€™re either just trying to get more money or simply taking a while to improve the copyright system. But I heard there may be other exciting changes coming up this year as well.

This is for Models, Meshes, Decals, and Plugins only. Does this have to do anything with audio? Because Private audio uploads still count towards the limit.

I assume it does not, especially because I doubt there have been any leaks lately regarding the return of user-uploaded audio distribution.

It has been exactly 3 months and we are still not getting a response on weather we can make audios public. This just proves that Roblox just focuses on money.

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If the place is published, it will have a blue check, otherwise if its not published, it will have a red cross.

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This is honestly beyond pathetic at this point. Canā€™t let people add their audio to my games without giving them edit access, which is something I will never do since game creators get falsely terminated for other people inserting offensive items. ā€œCheck back at a later dateā€ means nothing. Nor does ā€œsoonā€ nor ā€œanother dayā€. I uploaded 3 audios since this awful update and one got me falsely banned even though it wasnā€™t copyrighted, loud, or had any swears. Iā€™m sick of gambling my account for incredibly inefficient moderation.

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If a year or two in the future it turns out Roblox lied to us about their future privacy plans, I honestly would not be surprised at that point and trust me, because of the speculation regarding the changes, I would have been WAY less confused if they had simply announced we would be unable to share audio on Roblox permanently (it would still be destructive and heartbreaking but I would understand more and be more willing to adapt to the change).

From the way they wrote that, you can clearly see that benefitting creators [with privacy by default and (eventual) optional public sharing] was not their priority for these changes unlike what they had mentioned in the original announcement, and it is outright embarrassing for Roblox to neglect their audio filter up to the point where they were potentially forced from a suit to release such an abrupt but destructive change.

I appreciate how they listened to Parry Gripp and re-added his songs and that they added a system to prevent us from having to re-upload assets to a group and vice versa, but there is a large amount of user-uploaded sound effects, narration, and music from royalty-free origins that were also impacted (Tobu Candyland for instance), along with other non-copyrighted assets that were being distributed at the developersā€™ consent. They may not have had the ability to figure that out with the deadline, but now that many assets are forced-private (and some are being falsely taken down entirely), Iā€™m hoping that they are working on an improved asset screening system (instead of one that is either overkill or doesnā€™t do its job). While asset privacy stopped the playback of off-sale audio and copyrighted music in in-game radios and boomboxes, it alone doesnā€™t stop all copyrighted audio unless they truly are taking down tons of copyrighted private assets with it. If we would have been given earlier notice about the changes (unless the circumstances were settled that recently), I imagine they could have tried to keep the majority of longer SFX unaffected like they promised, but obviously they didnā€™t.

Now, they shouldnā€™t (and probably will not) automatically set every non-copyrighted asset to public as that defeats the purpose of their asset privacy ā€œvisionā€, but I believe when they allow creators to manually set audio to public, they should also figure out a way to re-scan old assets and check each approved assetā€™s history (as in whether the uploader ever enabled marketplace distribution for that asset) and this would allow inactive creators who previously intentionally shared their non-copyrighted audio to have their assets playable (this should also be taken into account for their future ā€œprivacy rolloutsā€ on other asset types). They could also ask creators to declare whether their asset is music or SFX when uploading to make the screening easier (just like what YouTube had to start doing for videos made for kids). I also absolutely agree that the permission system should be expanded so you can grant permission to games that you canā€™t edit.

I do not understand the reasoning behind permissions being irrevocable (except the ability to not allow users to add your asset to their inventory) especially if the reversible archive feature doesnā€™t work as intended, or <13 users and non-ID verified creators being limited to 10 uploads a month. There eventually needs to be an alternative for allowing real people to upload 100 assets a month (such as phone number verification though it would still be restricted to those 13 and up) or we could be limited to one upload every ten minutes (or otherwise the average amount of time needed for asset screening) along with limits on changing audio to public distribution setting (like they did for other asset types) when the time comes, since I believe the majority of bypassed / botted audio was being played in other peopleā€™s experiences. There are a lot more suggestions I have for this platform but they are off topic.

If you disagree with anything I said here please reply.

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Yay, no more User Generated Content sounds! :coefficients:

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You may think this is a good update to prevent copyright infringement, but actually no. This update has screwed so many games and developers

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Was that sarcasm?

Many users may have brought viral sounds from the internet onto Roblox in the past, but there have been plenty of talented creators who may have uploaded and shared sounds that they may have composed themselves. Right now users can still upload their own sounds for private use, just under a very strict limit without age verification, while the requirement for the maximum limit is unclear.

Edit: I keep forgetting to mention the 2000 upload limit mystery.

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Actually nobody knows what the specific requirements are for more audio uploads.

For example Iā€™m not age verified nor have ever had premium or dev-ex BUT I have 2000 uploads per month
(in my opinion I believe audio upload limits are based on place visits)

If you donā€™t believe that i have 2000 uploads per month check out this post I made

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