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Class

SoundService

NotCreatableService
Inherits
Instance › Object
Memory category
Instances

A service that determines various aspects of how the audio engine works. Most of its properties affect how Sounds play in the experience.

A service that determines various aspects of how the audio engine works. Most of its properties affect how Sounds play in the experience, while others affect the behavior of instances in the advanced audio system such as AudioPlayers and AudioEmitters.

SoundService is also often used to store SoundGroups, although this is not mandatory for groups to work.

Properties 12#

AcousticSimulationEnabledbooleanDetermines whether acoustic simulation is enabled globally in the advanced audio system.ReadSafe
AmbientReverbReverbTypeThe ambient sound environment preset applied to all Sounds.ReadSafe
CharacterSoundsUseNewApiRolloutStateDetermines whether the default character sounds will use instances in the advanced audio system vs. Sounds.Write: PluginSecurityReadSafe
DefaultListenerLocationListenerLocationDetermines where (if anywhere) to place an AudioListener by default.Read: PluginSecurityWrite: PluginSecurityReadSafe
DistanceFactorfloatThe number of studs to be considered a meter by SoundService when simulating the Doppler effect for Sounds.ReadSafe
DopplerScalefloatDegree to which the pitch of a Sound varies due to the Doppler effect.ReadSafe
ListenerCFrameCFrameThe CFrame that is used as the listener's position if ListenerType is set to ListenerType.CFrame.ReadSafe
ListenerObjectInstanceThe Instance whose translation or coordinate frame is used as the listener's position if ListenerType is set to ListenerType.ObjectPosition or ListenerType.ObjectCFrame.ReadSafe
ListenerTypeListenerTypeThe current listener type used by 3D Sounds to determine where they will be heard from.ReadSafe
RespectFilteringEnabledbooleanSets whether Sound playback from a client will replicate to the server.ReadSafe
RolloffScalefloatDetermines how fast the volume of a Sound attenuates beyond its Sound.RollOffMinDistance.ReadSafe
VolumetricAudioVolumetricAudioDetermines whether certain spatialized Sounds emit volumetrically, throughout the space of their parent object.ReadSafeNotScriptable

AcousticSimulationEnabled: boolean#

ReadSafe

Determines at a global level whether sound from AudioEmitters and AudioListeners should automatically implement features of acoustic simulation, such as occlusion (being muffled through walls), diffraction (bending around corners), and reverberation (echoing off of walls).

If set to false, these instances will not simulate these features, regardless of their individual AcousticSimulationEnabled settings.

AmbientReverb: ReverbType#

ReadSafe

A reverb preset that should be applied to all Sounds in the experience.

Each ReverbType option for this property corresponds to a preset available in the FMOD sound engine. For example, when AmbientReverb is set to ReverbType.Hangar, Sounds will have reverb applied to simulate being in a large enclosed space.

Note that this only affects Sounds and not instances in the advanced audio system such as AudioPlayers and AudioEmitters. See AudioReverb for a way to apply reverb in that system.

CharacterSoundsUseNewApi: RolloutState#

Write: PluginSecurityReadSafe

Determines which set of instances core scripts will use to create default character sounds. If set to RolloutState.Enabled, it will use instances in the advanced audio system such as AudioPlayers and AudioEmitters. If set to RolloutState.Disabled, it will use instances in the legacy sound system such as Sounds.

DefaultListenerLocation: ListenerLocation#

Read: PluginSecurityWrite: PluginSecurityReadSafe

Determines where to place an AudioListener by default. The AudioListener will automatically be wired to a AudioDeviceOutput and will have an empty AudioListener.InteractionGroup set.

See ListenerLocation for detailed descriptions of each option.

DistanceFactor: float#

ReadSafe

The number of studs to be considered a meter by SoundService when simulating the Doppler effect for Sounds. This impacts any Sound parented to a BasePart or Attachment.

By default, this property is 3.33, meaning that a meter is considered 3.33 studs for the purposes of simulating the Doppler effect. The greater the DistanceFactor, the faster the listener has to travel relative to Sounds in order to experience the same Doppler shift.

It's recommended that you only change this property if the objects in your experience are scaled differently from what they represent. For example, if your character is meant to be very small (but is normal-sized in the engine), you may want to increase SoundService.DistanceFactor.

Note that this does not impact the behavior of instances in the advanced audio system, such as AudioPlayer or AudioEmitter.

DopplerScale: float#

ReadSafe

This property determines the degree to which the pitch of a Sound varies due to the Doppler effect. This impacts any Sound parented to a BasePart or Attachment.

The Doppler effect is a phenomenon whereby the pitch of a sound changes as the source and observer of the sound move further away or closer together, which is stronger the more quickly they are moving. Increasing SoundService.DopplerScale exaggerates the impact of this effect, whereas decreasing it minimizes it. By default, the value of this property is 1.

Note that this does not impact the behavior of instances in the advanced audio system, such as AudioPlayer or AudioEmitter.

ListenerCFrame: CFrame#

ReadSafe

This property is only functional when ListenerType is set to ListenerType.CFrame. In that scenario, this property determines the world space position from which 3D Sounds are heard by the player.

ListenerObject: Instance#

ReadSafe

This property is only functional when ListenerType is set to ListenerType.ObjectPosition or ListenerType.ObjectCFrame. In that scenario, this property determines which Instance will be used to determine the position from which 3D Sounds are heard by the player. This property can only be set to Instances with a position, such as a BasePart or an Attachment. If it is set to nil, 3D Sounds will not be heard by the player.

ListenerType: ListenerType#

ReadSafe

The listener type for any 3D Sounds in the experience, effectively the point from which 3D Sound audio in the experience is heard by the player. For Sounds parented to a BasePart or Attachment, the listener influences the volume and left/right balance of a playing sound. By default, this listener is set to Workspace.CurrentCamera.

Note that this does not affect the listener location when using the advanced audio system; see AudioListener for a way to set the listener location within that system.

This property may not yet be enabled for all creators. Until full rollout, use SoundService:GetListener() and SoundService:SetListener() instead.

RespectFilteringEnabled: boolean#

ReadSafe

This property determines whether Sound playback is replicated from the client to the server, and therefore from the server. In other words, when a LocalScript calls Play() and this property is true, the sound will only play on the respective client. If this property is false, other clients will also hear the sound.

Default is true, meaning filtering is enabled.

RolloffScale: float#

ReadSafe

Determines how fast the volume of a spatialized Sound attenuates. This impacts any Sound parented to a BasePart or Attachment.

A higher RolloffScale means the volume of a Sound will attenuate more rapidly as the distance between the listener and the Sound grows. More precisely, the volume of the Sound will still start attenuating at a distance equal to Sound.RollOffMinDistance, but the attenuation curve will be steeper or more gradual based on the value of RolloffScale. Note that the Sound will still be inaudible past its the Sound.RollOffMaxDistance regardless of the value of SoundService.RolloffScale.

Note that this property does not affect the behavior of instances in the advanced audio system, such as AudioEmitter. See AudioEmitter:SetDistanceAttenuation for a way to apply custom attenuation in that system.

VolumetricAudio: VolumetricAudio#

NotScriptableReadSafe

Determines whether any Sounds parented to a Part emit volumetrically. If set to VolumetricAudio.Enabled, the Sound will simulate being emitted from every point in the interior of the Part. If set to VolumetricAudio.Disabled, the Sound will only emit from a single point in the center of the Part.

Note that this does not impact Sounds parented to other objects, such as Attachments or MeshParts. This also does not impact the behavior of instances in the advanced audio system such as AudioEmitter.

Methods 6#

GetListenerReturns the current listener type used by Sounds, as well as what that listener is currently set to.
GetMixerTimeReturns the number of seconds since the audio engine began mixing.
OpenAttenuationCurveEditorOpens the attenuation curve editor in Studio for the provided AudioEmitter or AudioListener instances.PluginSecurity security
OpenDirectionalCurveEditorOpens the directional curve editor in Studio for the provided AudioEmitter or AudioListener instances.PluginSecurity security
PlayLocalSoundPlays a copy of a Sound locally, such that it will only be heard by the client calling this method.
SetListenerSets the listener used by Sounds.

GetListener(): Tuple#

Returns the current listener type used by Sounds and what object or position that listener is currently set to. This is the point from which Sound audio in the experience is heard by the player. By default, the listener is set to Workspace.CurrentCamera. The listener can be changed using SetListener().

Note that this does not affect the listener location when using the advanced audio system. See AudioListener for a way to set the listener location in that system.

Returns
  • Tuple —

    A table containing two results. The first result is the listener's ListenerType and the second result is dependent on that type:

    Listener Type Description
    Enum.ListenerType.Camera Does not return a listener object as Class.Workspace.CurrentCamera|CurrentCamera is always used.
    Enum.ListenerType.CFrame Returns the Datatype.CFrame used in Class.SoundService:SetListener()|SetListener().
    Enum.ListenerType.ObjectPosition Returns the Class.BasePart used in Class.SoundService:SetListener()|SetListener().
    Enum.ListenerType.ObjectCFrame Returns the Class.BasePart used in Class.SoundService:SetListener()|SetListener().

GetMixerTime(): double#

Returns the number of seconds that have elapsed since the audio engine began mixing. Because this clock is derived from the number of audio samples the mixer has processed, it is stable, sample-accurate, and monotonically increasing, which makes it suitable for scheduling audible changes at precise moments.

Use this value as the basis for the atTime argument of methods that support scheduling playback to begin or end at an exact point in the future, such as Play() and Stop(). For best results, those methods expect times derived from GetMixerTime().

Returns
  • double — The number of seconds since the audio engine began mixing. This value is stable, sample-accurate, and monotonically-increasing. It's intended to be used for scheduling audible changes at precise times.

OpenAttenuationCurveEditor(selectedCurveObjects: Instances): ()#

PluginSecurity security

Opens the attenuation curve editor in Studio for the provided AudioEmitter or AudioListener instances.

NameTypeDefaultDescription
selectedCurveObjectsInstancesA list of AudioEmitters or AudioListeners.
Returns
  • ()

OpenDirectionalCurveEditor(selectedCurveObjects: Instances): ()#

PluginSecurity security

Opens the directional curve editor in Studio for the provided AudioEmitter or AudioListener instances. This method is intended for use by Studio plugins that need to programmatically surface the editor, in the same way a user would open it from the Properties window.

NameTypeDefaultDescription
selectedCurveObjectsInstancesA list of AudioEmitters or AudioListeners.
Returns
  • ()

PlayLocalSound(sound: Instance): ()#

Plays a copy of a Sound locally. The Sound will only be heard by the client calling this method, regardless of where it's parented to.

Some properties of the Sound will be carried over into the copy. These include its Sound.Volume, Sound.TimePosition, Sound.PlaybackSpeed, and any spatialization and effects that are applied to it, including through SoundGroups. Properties that do not affect the copy include Sound.Looped and SoundService.AmbientReverb.

NameTypeDefaultDescription
soundInstanceThe Sound to be played.
Returns
  • ()

SetListener(listenerType: ListenerType, listener: Tuple): ()#

Sets the listener type for any Sounds in the experience, which defines the point from which Sound audio in the experience is heard by the player. For Sounds parented to a BasePart or Attachment, the listener influences the volume and left/right balance of a playing sound. By default, this listener is set to Workspace.CurrentCamera.

Note that this does not affect the listener location when using the advanced audio system. See AudioListener for a way to set the listener location in that system.

NameTypeDefaultDescription
listenerTypeListenerTypeThe ListenerType of the listener.
listenerTupleDependent on the ListenerType. Use a BasePart for ListenerType.ObjectPosition or ListenerType.ObjectCFrame, a CFrame for ListenerType.CFrame, or nil for ListenerType.Camera.
Returns
  • ()

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed