| name | roblox-audio |
| description | SoundService, SoundGroup mixer, spatial audio, 3D positioned sound, music systems, SFX patterns. |
| last_reviewed | "2026-05-27T00:00:00.000Z" |
| sources | ["https://github.com/Roblox/creator-docs/blob/main/en-us/sound/objects.md","https://github.com/Roblox/creator-docs/blob/main/en-us/audio/objects.md","https://github.com/Roblox/creator-docs/blob/main/en-us/sound/groups.md","https://github.com/Roblox/creator-docs/blob/main/en-us/sound/dynamic-effects.md","https://github.com/Roblox/creator-docs/blob/main/en-us/tutorials/use-case-tutorials/audio/play-background-music.md"] |
When to Load
Load when implementing audio playback, spatial/3D sound, background music, sound effects, audio mixing (SoundGroups), or dynamic effects. Covers both legacy Sound objects and the newer modular AudioPlayer/Wire system.
Quick Reference
Two Systems: Legacy (Sound/SoundGroup/SoundEffect) — simpler. New modular (AudioPlayer/AudioEmitter/Wire/AudioDeviceOutput) — preferred for new projects, required for voice chat.
Sound Placement: BasePart child → volumetric. Attachment/MeshPart → point source. SoundService/Workspace → global (BGM/UI).
Legacy Setup:
local s = Instance.new("Sound")
s.SoundId = "rbxassetid://ID"; s.Looped = true; s.Volume = 0.25
s.RollOffMode = Enum.RollOffMode.InverseTapered
s.RollOffMinDistance = 10; s.RollOffMaxDistance = 100
s.Parent = SoundService; s:Play()
SoundGroups (mixer): Nest SoundGroup under Master for player-adjustable Music vs SFX volume. bgMusic.SoundGroup = musicGroup. Effects (ReverbSoundEffect, EqualizerSoundEffect, CompressorSoundEffect, etc.) parent to Sound/SoundGroup. Ducking: CompressorSoundEffect with SideChain = sfxGroup on music.
New Modular: 2D: AudioPlayer → Wire → AudioDeviceOutput. 3D: AudioPlayer → Wire → AudioEmitter (on Part) + auto-created AudioListener. SoundService.ListenerLocation sets listener on Camera/Character.
One-Shot SFX:
local function playSFX(parent, id)
local s = Instance.new("Sound"); s.SoundId = id
s.RollOffMode = Enum.RollOffMode.InverseTapered
s.RollOffMinDistance = 10; s.RollOffMaxDistance = 80
s.Parent = parent; s:Play()
s.Ended:Once(function() s:Destroy() end)
end
Preload: ContentProvider:PreloadAsync({sound1, sound2}). Client SFX: FireClient → OnClientEvent creates invisible Part + playSFX.
Pitfalls: Server sounds have latency → play feedback on client. Default RollOffMaxDistance=10000 studs → set explicitly. Volume > 1 clips. Rapid-fire → check IsPlaying. Always Destroy() one-shots after Ended.
See references/full.md for detailed examples, effect table, and client-side patterns.