Here’s to hoping that this issue will get mentioned in the upcoming Developer Conference.
Being limited to 10 sounds a month!? That’s stupid roblox. At least make it per week or something, or increase the limit to 50. This is just unfair for us non verified developers.
It’s been more than 3 months; we still don’t know when audio is going public.
Along with that, it’s time the upload limit for unverified users gets increased. Roblox audio is just not doing it! Most of them are shortened versions of audio that we cannot find on the platform.
I haven’t seen any updates on this, but are we able to use the music uploaded from the @Monstercat account? It seems like the audios aren’t on sale, so I’m just confused if we are still able to use them.
So there’s a tweet from the official account about the removal of the iconic ‘oof’ sound, but STILL nothing about public audios?? This update is being blindly neglected.
Our roadmap includes the ability to add sounds by getting them directly from the creators and licensors.
I’m confused, so this prevents non UGC publishing accounts from making audio public?
It’s has been 3 months since this update and we still have no response. Time to switch to unity.
The asset was uploaded prior to 3/22 and was either less than 6 seconds or it was randomly selected to “qualify as a sound effect.” It was automatically locked to that setting.
This issue is really irritating, because there are a few @Monstercat songs I want to use, but we are unable too… The main one also being Crab Rave
I’m still struggling to understand why some users have the ability to upload 1000 audios and more for free, whilst others are limited to 100 or 10 (if not ID verified). This is not fair on users who depended on other people’s audio. Roblox is supposed to be a platform where we create content for the platform, but how are we able to do that when the audio upload limit is quite low? All users should get the ability to upload 1000 audios and more on the platform for free.
Quite upsetting to see the state of audio at this point.
We all know it has to happen sometime.
Seems like their corporation is focused on taking out potential competition rather than strengthening their own assets. If you think about it, they likely have all the time in the world to pursue legal ventures since their community does the heavy lifting for them.
Speaking of community, I don’t understand why their marketing department seems to lean so heavily on corporate silence in a company that is being mostly kept alive by its community (and shareholders). There’s a point where caution via silence turns to complete neglect, and then ruin. Granted, their small handful of high-end developer groups are likely the big money makers for them. It just really hurts me to see removal after removal, restriction after restriction to ultimately prevent as many lawsuits as possible, but in turn annihilating so many developer freedoms. Feels like the lawyers are calling all of the shots up in Roblox HQ these days…
Either way, I wish we could at least stop getting put into stasis on major problems like this audio change for months on end instead of just being told upfront whether or not they’ll do something, or at the very least be given a roadmap/thought process/problem explanation instead of a “soon”.
Nuclear solutions like these unfortunately never were (and never will be) a good idea for a platform of this magnitude with all of the history it has, just like how Filtering Enabled annihilated almost every single old game to stop a relative (albeit growing) minority of exploiters (WHOM STILL FOUND A WAY AROUND IT >:(), how deleting the Forums to silence a minority of bad apples and not need moderators shattered the community into 1000s of tiny puddles, or how removing/hiding comments on certain items/item types to stop an army of mildly to severely (it varied) annoying robots practically erased tens of millions of individual comments by actual people from history.
To me, this audio debacle is yet another blanket solution akin to the ones described above, except for predominantly legal reasons. Taking our tools away may lead to profit, but innovation will rarely follow. Perhaps though, they believe Roblox has innovated enough? Let us hope it keeps them on a good path.
As for the complete removal of Experimental Mode and the public forums, they made it clear those changes were permanent. But as for this, I am, again, very confused as to what Roblox is doing backstage since they said we would eventually be able to unprivate our audio (it even still hints that on the configure page) even though it seems they were dodging a copyright fine (though I think some people are claiming they had to pay the money and turn on the privacy restrictions). They also said they would make a separate follow-up regarding asset privacy, but as you can tell it’s still nowhere to be seen.
Indeed, I’m glad they were at least honest with those changes. I’m just as confused as you when it comes to what they’re doing behind the scenes, hopefully their copyright issues don’t drag on much longer and we can get some much needed answers about this before the end of the year.
How do we check if an audio can be played in a game?
If you have the ability to access the asset’s configure page, you’ll be able to see the list of games the sound can be used in (or whether the asset was chosen by Roblox to remain public).
Well, after reading replies within the past 30-ish days, I’ve come to this conclusion:
Roblox doesn’t want to do anything to help the playerbase, but wants to spend money on useless things.
Man, if only something could’ve been done with that 17mil back in april…
I just used:
if SoundInstance.TimeLength > 0 then
-- Does it
else
return "Audio cannot be played here."
end
Is there any current way to download and archive old off-sale audio that suffered from the “privacy purge”?
Some games from even years ago have audio completely lost to time, now.