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This property sets how 3D Sound|Sounds attenuate (fade out) as the distance between the listener and the sound’s parent increase. It can be set to one of the values of the Enum/RollOffMode enum.

The following code will set RollOffMode to Linear:

sound.RollOffMode = Enum.RollOffMode.Linear

The different modes

Thee following options are available:

Mode Description
Inverse Volume attenuates from Sound/RollOffMinDistance in an inverse manner
InverseTapered A hybrid model. Follows the Inverse model when close to RollOffMinDistance and the Linear Square model when close to Sound/RollOffMaxDistance
Linear Volume attenuates between RollOffMinDistance and RollOffMaxDistance with a linear relationship
LinearSquare Volume attenuates between RollOffMinDistance and RollOffMaxDistance with a linear squared relationship

Inverse vs Linear Distance Attenuation

By default sounds are set to use inverse distance attenuation (Enum.RollOffMode.Inverse) which mirrors how sounds attenuate in the real world. Under inverse distance attenuation, sounds will begin to attenuate once the distance between the listener and the Sound’s parent exceeds RollOffMinDistance. The rate of attenuation depends on the emitter size, as sounds with larger EmitterSize’s will attenuate at a slower rate. Inverse rate of inverse distance attenuation is further influenced by SoundService/RolloffScale.

Linear distance attenuation works differently. Under linear distance attenuation the sound will attenuate between RollOffMinDistance and RollOffMaxDistance, falling silent once MaxDistance is reached. RollOffMinDistance still denotes the point at which the sound will begin attenuating. However, the audible volume at any point now depends on the point the listener is at between EmitterSize and MaxDistance. This means, in contrast to the inverse distance attenuation model, the audible volume of the sound will approach silence at MaxDistance point. This is less realistic, but may be more desirable in some cases.