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On this page
  • Overview
  • How to Use
  • Setting Sound Id
  • Preview
  • Properties
  • Position-Based Playback
  • Script Feature
  • Usage Examples
  • Game Background Music
  • KillPart Collision Sound Effect
  • Button Sound Effect
  • Advanced Usage
  • Sound Groups
  1. Studio Manual
  2. Object

Sound

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Last updated 2 months ago

Overview

A sound object is a core element for playing audio or adding sound effects in games. It can be connected to Worlds, Parts, UI, and more to implement various audio experiences such as background music, sound effects, and voiceovers. This enhances immersion and enriches player interaction.

How to Use

Setting Sound Id

To play a sound, place a Sound object and set the Sound Id in the properties window.

Sound Id can be copied by right-clicking an audio asset in the Asset Manager and selecting Copy Asset Id to Clipboard. The copied Asset Id must be set in the format ovdrassetid://number.

Preview

After setting the Sound Id, click the Preview button to listen to the sound.

Properties

Property
Description

Playing

Whether the sound is playing

Looped

Whether the sound is looped

Volume

The volume of the sound

Playback Regions Enabled

Whether to use the PlaybackRegion property

Playback Speed

The playback speed of the sound

Time Position

The playback position of the sound (in seconds)

Sound Id

The Asset Id of the sound asset to play (in the format ovdrassetid://number)

Loop Region

Loops a specific section of the sound (e.g., repeats between 5~10 seconds)

Playback Region

Sets the playback range of the sound (e.g., plays only from 3 to 8 seconds)

Play on Remove

Whether to automatically play the sound when the Sound object is removed

Sound Group

Sets a sound group

Position-Based Playback

Position-based playback allows sounds to naturally attenuate based on distance and location. For example, it can realistically represent rain sounds heard in specific areas or the fading engine noise of a car moving away. This setting is effective for enhancing spatial awareness and immersion in the game.

Position-based playback can be configured using the Roll Off Max Distance and Roll Off Min Distance properties, and the attenuation method can be set using the Roll Off Mode property.

Property
Description

Roll Off Max Distance

The maximum distance at which the sound can be heard

Roll Off Min Distance

The minimum distance at which the sound starts to be heard

Roll Off Mode

How the sound attenuates with distance

  • Inverse: Sound attenuates inversely with distance

  • Linear: Sound attenuates linearly

  • Linear Square: Sound attenuates proportionally to the distance squared

  • Inverse Tapered: Attenuation is softened at close distances

Each type of Roll Off Mode can be utilized in the following ways:

  • Inverse: Explosion sounds (sound gradually weakens as the player moves away).

  • Linear: Background music from a radio (sound decreases uniformly with distance).

  • Linear Square: Gunfire sounds (intense at close range, sharply decreases at long range).

  • Inverse Tapered: Wind sounds (gradually decreases at close distances).

Script Feature

Usage Examples

Game Background Music

local Workspace = game:GetService("Workspace")
local GameBGM = Workspace.GameBGM
 
local function PlayGameBGM(isPlay)
    GameBGM.Playing = isPlay
end
GameStart(true)

KillPart Collision Sound Effect

local Workspace = game:GetService("Workspace")
local Part = Workspace.Part

local function OnTouched(otherPart)
    local partParent = otherPart.Parent
    local humanoid = partParent:FindFirstChild("Humanoid")

    if humanoid then
        humanoid:TakeDamage(100)        
        
        local killSFX = Instance.new("Sound")
        killSFX.SoundId = "ovdrassetid://1234"
        killSFX.Volume = 1
        killSFX.Parent = Part
        killSFX.Playing = true
    end
end
Part.Touched:Connect(OnTouched)

Button Sound Effect

local Workspace = game:GetService("Workspace")
local ScreenGui = script.Parent
local ImageButton = ScreenGui.ImageButton

local function OnActivated()
    print("Activated!")
    
    local buttonSFX = Instance.new("Sound")
    buttonSFX.SoundId = "ovdrassetid://1234"
    buttonSFX.Volume = 1
    buttonSFX.Parent = Workspace
    buttonSFX.Playing = true
end
ImageButton.Activated:Connect(OnActivated)

Advanced Usage

Sound Groups

Coming soon.

🏰
Sound