I have attempted every single possible method of playing sounds with ReverbSoundEffect attached and it seems that nothing does proper justice for one simple reason: Something will always cut the reverb off at some point even when attached to a SoundGroup.
The Good
SoundGroups and all of the SoundEffects are powerful tools that I think could bring a lot more life to Roblox. Unfortunately, they’re never utilized and recently I think I’ve figured out why. Or maybe I’m just doing it completely wrong.
The Bad
Step 1: Apply the ReverbSoundEffect as a child to the sound you’re attempting to manipulate.
The result? Rather unpleasant. The second the sound stops playing, whether by being paused or by simply ending, the reverb suddenly cuts out. Particularly jarring.Step 2: Create a SoundGroup inside of SoundService and apply the ReverbSoundEffect as a child to the SoundGroup.
Peachy, right? We should be all set to go and things should be smooth. Now, we just play the sound and, oh! There we go, the reverb stays! Until we do some testing.
When applying this method of reverb, playing another sound will cut out the previous sound’s reverb.Imagine this plausible scenario: A user is firing a gun down a long hallway rapidly. As they’re firing, they’re walking, which plays a very soft footstep sound compared to the loud gunfire. The footstep sound completely cuts the gunfire’s reverb out.
Here’s that scenario played out:
https://youtu.be/KaMEamxonMc
In that same video, I demonstrate Step 1’s issue as well, after the first part.Well, this isn’t working out…
The Downright Ugly
So, I wasn’t ready to be defeated. I tried multiple other methods of applying Reverb, mostly consisting of the different ways to actually play a sound. None of which heeded proper results, all of which were more or less the same. This sucked because I was a bit hyped about actually realizing that SoundGroups could be utilized brilliantly.But there was one thing.
Creating a SoundGroup for every single sound that plays.Most of you might think, oh, that works! Well, when you’re like me, you play as many sounds at any given time as humanly possible. Ever played Phantom Forces? Yeah. That was me. I went kinda overbored. Turn on ‘HQ Sounds’ and the game starts playing almost triple the amount of sounds than normal, too.
The major issue here is the fact that now I’m creating double the amount of objects that I was creating previously, and I’m keeping track of double the amount of objects. For a game like Phantom Forces, that’s catastraphic levels of performance issues. I can’t be doing that.
So, smart developers of Roblox… am I doing something utterly wrong, or is there an issue in the engine that should get fixed? I’ve been trying to implement reverb systems into games like Phantom Forces and it’s just not quite working.