


For example: a Volume value of 4 is four times as loud than a Volume value of 1, so if your source audio was already loud, the audio might become overwhelming to users. If your source audio is sufficiently loud, you likely don't need to increase the volume to more than 2, as this property is multiplicative. To create a Sound object for volumetric audio: When you experiment with placing a Sound object on BaseParts of different sizes and positions from users, you can hear how immersive volumetric audio can be. Volumetric audio is useful for any audio that needs to be immersive around a user and change dynamically depending on the user's position, such as a concert stage or ambience zones like rainfall.

Conversely, user A is further away from the city, so the audio they hear is quieter and more directional than user B, playing at differing loudness in each of their speakers. Users A and B experience the audio differently: user B is closer to the large BasePart, and they mostly hear the audio around the same loudness in both speakers. The following example displays a BasePart that is the size of a city with a Sound object playing ambient audio. The size of the BasePart also affects the audio's volume, as larger BaseParts produce a wider area in which users can hear the audio and when a user navigates away from a large BasePart, volume decreases slower. For information on the properties that control how loud your audio is at different distances from the part, see RollOffMinDistance and RollOffMaxDistance. When the user exits the part, audio gradually decreases in volume and becomes more directional per speaker, moving around the user's head when their listener rotates. For example, if the user is within a BasePart with a child Sound object, audio plays all around the user, similar to music in headphones playing at the same volume in each speaker. Volumetric audio is the most realistic audio option, as it dynamically changes depending on the user's position to the audio source. There are two types of positional audio you can utilize: volumetric and point source. Positional audio is audio that users can only hear near a specific position within the experience. However, if you want users to hear audio regardless of their position, you must insert a Sound object directly into the Workspace without parenting it to another object for them to hear background audio, preferably under the SoundService container for organization purposes. If you want users to only hear audio near a specific position, you must parent the Sound object to a BasePart or Attachment for them to hear positional audio. It's important to determine where you want to create a Sound object because its location affects how users hear its audio. Volume and pan position remain the same regardless of the user's position or rotation. Within the Workspace without a parent object. Volume changes depending on the distance between the user's sound listener and the position of the attachment. Volume changes depending on the distance between the user's sound listener and the position of the part, as well as part's size.Ĭhild of an Attachment, MeshPart, TrussPart, WedgePart, or CornerWedgePart.Īudio emits outward from the single attachment point. Child of a block, sphere, or cylinder BasePart.Īudio emits outward from the entire surface of the part.
