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Module for playing audios on demand as data instead of instances.

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LocalAudio

LocalAudio is a module developed for the Innovation Inc Thermal Power Plant on Roblox to handle audios played on the client. This was primarily developed to reduce memory usage of audios that aren't being used since they are stored in memory.

Instead of audios being stored as instances, audio is stored as data and given readable names instead of ids to reduce replacing audio ids when there are duplicates. Audio instances are created when needed on the client and are synchronized if a user joins after the audio starts. Most functionality with Roblox audio, including pausing and resuming audio, is supported. However, features like changing the volume after playing is not supported.

Setup

Project

This project uses Rojo for the project structure. Two project files in included in the repository.

  • default.project.json - Structure for just the module. Intended for use with rojo build and to be included in Rojo project structures as a dependency.
  • demo.project.json - Full Roblox place that can be synced into Roblox studio and ran with demo models.

Game

Loading Setup

LocalAudio is not self-contained and requires additional setup to use. On the server, the module only needs to be required. On the client, it needs to be required and SetUp() needs to be invoked. LocalAudioSetup.client.lua is an example if LocalAudio is directly under ReplicatedStorage.

require(game:GetService("ReplicatedStorage"):WaitForChild("LocalAudio")):SetUp()

The specific location of LocalTween does not matter as long as SetUp is called on the client.

Data Setup

Unlike the loading, the data is currently hard-coded to be in a ModuleScript named Audio in an Instance of any time named Data under ReplicatedStorage. More flexible options are open for consideration using a pull request with changes to AudioData.lua.

Audio names are set up as a tree structure grouped by relevance. For example, a car with a tire sound, a horn sound, a turn signal sound, could be given the names of Car.External.Tire, Car.External.Horn, and Car.TurnSignal. The root of this tree of sounds is a table with up to 2 entries:

  • Sounds - The tree structure of the sounds covered below.
  • MaxConcurrentTracks (Optional) - The maximum amount of a track name or group that can play.
    • The values inside are a key-value pair with the key being the name of the group to apply to and the value being the maximum total sounds (>=1). Using the example ids from above, if you wanted only 1 horn to be active, set ["Car.External.Horn"] = 1. In order to group sounds, the common group name would be used, like ["Car.External"] = 1 or ["Car"] = 1. Combinations of different groups and regular expressions aren't supported features.

Sounds is a dictionary where they keys are name of the sound or group and the values are internally called SoundDataEntrys. An entry can contain the information for a sound, act as a grouping of sounds, or both. A SoundDataEntry can have the following properties if it is storing an audio:

  • Id: Number id (no rbxassetid://) of the sound.
  • Length: Length of the sound in seconds without modifiers like PlaybackSpeed.
  • Properties (Optional): Dictionary where the keys are the names of the properties of the audio and the values are the values to set. PlaybackSpeed, Looped, and TimePosition are supported.
  • Effects (Optional): Dictionary where the keys are the types of the SoundEffect and the values are dictionaries of property names and values for the sound effects.
  • Events (Optional): List of dictionaries that are of the type SoundDataEntryEvent with a Time for the time the event happens and the Name for the event. Additional keys and values can be stored.

The following is an example of the data:

{
    MaxConcurrentTracks = { --This is optional. If missing, no limits are enforced.
        ["Test1"] = 2, --Any audio that starts with "Test1", like "Test1.Test2" and "Test1.Test3", will only have up to 2 active sounds.
        ["Test2.Test5"] = 1, --Any audio that starts with "Test2.Test3", like "Test2.Test3" and "Test2.Test3.Test4", will only have up to 1 active sound.
    },
    Sounds = {
        Test1 = { --NOT playable (no id)
            Test2 = { --Playable as "Test1.Test2"
                Id = 1,
                Length = 1,
                --No properties changed
                --No effects
            },
            Test3 = { --Playable as "Test1.Test3"
                Id = 2,
                Length = 1,
                Properties = {
                    Looped = true,
                    TimePosition = 0.5,
                },
                Effects = {
                    CompressorSoundEffect = {
                        GainMakeup = 1.5,
                    },
                    DistortionSoundEffect = {
                        Level = 0.5,
                    },
                },
                Events = { --Events that will fire when a time is reached.
                    {
                        Time = 0,
                        Name = "MyEvent1",
                    },
                    {
                        Time = 0.2,
                        Name = "MyEvent1", --Names don't have to be unique.
                    },
                    {
                        Time = 1,
                        Name = "MyEvent2",
                    },
                    {
                        Time = 1, --Times don't have to be unique.
                        Name = "MyEvent3",
                    },
                },
            },
        },
        Test2 = { --Playable as "Test2"
            Id = 2,
            Length = 1,
            --No properties changed
            --No effects
            Test3 = { --Playable as "Test2.Test3"
                Id = 3,
                Length = 1,
                --No properties changed
                --No effects
                Test4 = { --Playable as "Test2.Test3.Test4"
                    Id = 4,
                    Length = 1,
                    --No properties changed
                    --No effects
                },
            },
        },
        Test5 = { --Playable as "Test5", notice how there is no entry under MaxConcurrentTracks for limits.
            Id = 5,
            Length = 1,
            --No properties changed
            --No effects
        },
    },
}

API

The API intended to be used is made up of static functions that map to the native Roblox methods, including:

  • LocalAudio.OnEvent: RBXScriptSignal<string, SoundDataEntryEvent, Instance?> - Event that is fired when a sound has an event.
  • LocalAudio:OnOnEventFired(Name: string): RBXScriptSignal<string, SoundDataEntryEvent, Instance?> - Returns an event that is fired when an event from a sound of the given name is fired.
  • LocalAudio:PreloadAudio(Id: string): nil - Preloads an audio.
  • LocalAudio:PlayAudio(Id: string, Parent: Instance?): nil - Plays an audio.
  • LocalAudio:ResumeAudio(Id: string, Parent: Instance?): nil - Resumes an audio if one is paused.
  • LocalAudio:PauseAudio(Id: string, Parent: Instance?): nil - Pauses an audio if one is playing.
  • LocalAudio:StopAudio(Id: string, Parent: Instance?): nil - Stops an audio if one is playing.
  • LocalAudio:SetEffects(Id: string, Parent: Instance?, Effects: {[string]: {[string]: any}}): nil - Sets the effects for an audio if one is active.
  • LocalAudio:SetUp() - Sets up the client (see the loading setup instructions).

The parameters for the functions include:

  • Id: The string id of the audio in the data, such as "Test1.Test3".
  • Parent (Optional): Parent of the audio to store. If none is specified, SoundService is used.
  • Effects (Optional): See the Effects property in the data setup.

Playing multiple of a single audio id for multiple parents is supported, but playing multiple of a single audio id for a single parent is not supported. Results may be unpredicable.

License

This project is available under the terms of the MIT License. See LICENSE for details.

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Module for playing audios on demand as data instead of instances.

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