omg finally. we can use our audio in public games without extreme requirements
and yet again false hope. I cannot believe they get back to that message with “if you pay a 3rd party, you can hear your audio in other games”.
We just want to be able to play our audio in other people’s games without the excessive requirement of them having the audio asset in their inventory or them on your friends list.
Its been almost three years and audio is still in a neglected state. The formal presented way of uploading “Public audio” requires paying a monthly fee to Distrokid (Clippsly not being mentioned in most announcements), and, if the article mentioned in this post Amplify Your Experiences with New Music - #7 by younite) still stands, after all the required hoops results in no payment to the artist. Prior to the update mentioned in this follow-up Supposedly public sound effects return "User is not authorized to access Asset" in other gamesfour days ago it wasn’t possible to play Distrokid audio without the developer adding it to their inventory until this year.
It would be greatly appreciated if the team responsible for audio would work on opening up public audio further, providing either more streamlined public uploads (what I mean by this is either allowing audio identified to be creative commons or related through external systems to be imported, or creating individual contracts with more music creators) or providing incentive through payouts for smaller music creators to post audios to Roblox with the current existing methods. It is VERY obvious in most games without a dedicated sound team that stock music is being used and this continues to be a disappointment compared to what audio used to be. For the size of roblox, it continues to seem like more could be done.
Haia, somewhere this month we’re going to release our free alternative to current preferred delivery method by Roblox. Peek at this thread for any updates: Clippsly: Free Public Music for Your Roblox Games!