Two systems coexist:
- Audio API (modular, current):
AudioPlayer→Wire→ (AudioEmitter…AudioListener) →Wire→AudioDeviceOutput, with effect objects inserted in the chain. Required for voice-chat processing, mixing graphs, analyzers, text-to-speech/speech-to-text. Sound(classic, still supported): one object, parented to a part for 3D or toSoundService/UI for 2D; routed throughSoundGroups withSoundEffectchildren. Fine for simple games and existing code.
Don't mix both for the same feature; follow what the project uses.
2D audio (music, UI) with the Audio API
--!strict
-- Client: build a music player once.
local SoundService = game:GetService("SoundService")
local player = Instance.new("AudioPlayer") player.Name = "Music" player.Asset = "rbxassetid://1843463175" -- AudioPlayer.AssetId is deprecated; use Asset player.Looping = true player.Volume = 0.5 player.Parent = SoundService
local fader = Instance.new("AudioFader") -- one place to control music volume (settings menu) fader.Name = "MusicVolume" fader.Parent = SoundService
local output = Instance.new("AudioDeviceOutput") output.Parent = SoundService
local function wire(source: Instance, target: Instance) local w = Instance.new("Wire") w.SourceInstance = source w.TargetInstance = target w.Parent = target end
wire(player, fader) wire(fader, output) player:Play()
## 3D audio with the Audio API
- Put an `AudioEmitter` on the sound's part/attachment; wire `AudioPlayer → AudioEmitter`.
- Listening: `SoundService.ListenerLocation` controls the default `AudioListener` (camera or character);
wire `AudioListener → AudioDeviceOutput` (done automatically in default setups).
- Distance falloff and directionality are set on the emitter/listener (`AudioEmitter:SetDistanceAttenuation`,
the `AudioInteractionGroup` string property on emitters and listeners scopes who hears what).
## Classic Sound quick reference
```luau
--!strict
local SoundService = game:GetService("SoundService")
local sfxGroup = Instance.new("SoundGroup")
sfxGroup.Name = "SFX"
sfxGroup.Volume = 0.8
sfxGroup.Parent = SoundService
local function playAt(part: BasePart, soundId: string)
local sound = Instance.new("Sound")
sound.SoundId = soundId
sound.SoundGroup = sfxGroup
sound.RollOffMaxDistance = 80
sound.Parent = part -- 3D: plays from the part; parent to SoundService/UI for 2D
sound:Play()
sound.Ended:Once(function()
sound:Destroy()
end)
end
return playAt
SoundService:PlayLocalSound(sound)for client-only UI clicks.- Preload critical sounds:
ContentProvider:PreloadAsync({ sound })(not everything — slows joins). - Pool frequently played sounds instead of creating one per shot.
Where to play
- Sounds started on the client are heard only by that client (UI, local feedback, music tracks the player chose). Sounds started on the server replicate to everyone (use sparingly; prefer a remote telling clients to play locally, which also lets each client apply its own volume settings).
- With
SoundService.RespectFilteringEnabled = true(default), client-played sounds don't replicate. - Streaming: a sound or emitter in a part that streams out stops. Keep ambient audio in persistent
models or
SoundService.
Assets and permissions
- Use audio you own, uploaded to the same owner (user/group) as the experience, or Creator Store audio marked free-to-use. Private audio from other creators won't play unless shared with your experience (asset permissions). Check the Output for "failed to load" / permission errors.
- Uploads are auto-classified as sound effects or songs; eligible songs can show on the game page.
Extras
- Effects:
AudioEqualizer,AudioCompressor,AudioReverb,AudioEcho,AudioChorus,AudioDistortion,AudioFlanger,AudioPitchShifter,AudioTremolo,AudioFilter,AudioLimiter,AudioAnalyzer(read loudness/spectrum for visualizers). AudioTextToSpeech(artificial voices) andAudioSpeechToText(transcription).- Voice chat: each player's
AudioDeviceInputcan be wired through effects (radios, walkie-talkies, proximity) — see the voice chat docs; respect players' voice settings. - Give players separate Music/SFX volume sliders (faders or SoundGroups) and a mute option.
Related skills
roblox-ui (settings menus), roblox-architecture (client vs server), roblox-performance (audio memory).