Uploading audio was only limited to administrators.
On September 25, 2013, players could upload MP3 files to be published (after moderation). Before player-uploaded audio was permitted, sounds were only able to be uploaded to the catalog by administrators; most of which was provided by Roblox or RobloSam. When it was originally implemented, the system only allowed 15 seconds of audio and cost a player 250 Robux per audio asset, allegedly set up to prevent misuse of the feature. However, a loophole was discovered shortly afterwards, in which players could technically upload a full song by speeding it up to the point where the song's duration became 15 seconds, and creators could tweak the pitch to be lowered at a specific value (which was usually predetermined by the uploader in the description), for the full song to play normally.
On January 15, 2014, Roblox increased the sound limit to 120 seconds, 8 times the length of the previous limit, and the cost decreased by 60% to 100 Robux, allowing longer audio to be uploaded for a lower price. The update proved to be successful, as it reduced the hassle of uploading multiple short samples of a long audio and also reduced the complications that came with the pricing.
On September 26, 2016, the sound limit was increased to 6 minutes, while the cost would be changed to a dynamic pricing system.
On October 6th, 2016, the dynamic pricing system and the 6-minute audio limit would be temporarily retired while some issues would be fixed. About a week later, 6-minute audio returned. It is unknown why it was temporarily retired.
As of December 1st, 2016, the audio limit has been increased to 7 minutes.
As of late 2018 on an unknown date, you can now purchase audios for 35 robux instead of 75 for audios ranging from 30 seconds to 2 minutes.
|0 to 10 seconds||20 Robux|
|10 seconds to 2 minutes||35 Robux|
|2 to 7 minutes||350 Robux|
Each Audio, like other objects, has a unique ID found in the URL of their audio page. Unlike other objects, audio IDs do not need to be subtracted and are given directly. Audio IDs are used when creating Sound objects.
In late May 2018, Roblox signed a license agreement with APM Music, a music company that produces and licenses soundtracks for usage in films, TV shows, video games, and commercials. Soon afterwards, thousands of APM Music tracks were uploaded onto the Library by ROBLOX which allowed developers to use free music without risk of copyright infringement. More information can be found in this tutorial.
Audio RemovalOn May 30, 2018, Roblox announced on the DevForum that they will begin an automated process to remove all copyrighted audio from the site on June 18. This means that developers can only use audio produced by themselves, Roblox's licensed audio or non-copyrighted audio. Most popular audio on Roblox is copyrighted, so moderation action will not be taken on anyone who has uploaded audio that falls into this category before the changes take effect. Flagged audio cannot be played on the website, are marked with the pictured notice, play a randomly-selected APM Music track if attempted to play in-game, and have their name and description be replaced with "(Removed for copyright)".
Roblox has stated that the main reason for this is to give the Corporation itself better first impressions to future companies that they want to work with. Similar to the Pokémon Brick Bronze takedown, if an artist or record label found out that their music was being used by a site or user without permission (especially for monetary gain) then it would most likely lead to a lawsuit if action was not taken by the host.On July 4, 2018, after the audio removal was completed, a bug arose in which users who uploaded copyrighted audio would be terminated, due to a glitch in a bot which gave the user double robux when refunded. This was later fixed, although the community is still skeptical about uploading audio. This incident lead Cindering to complain about Roblox's moderation in , which is trending with over 200 likes, as of July 9.
This decision has been criticized for being quite sudden, and concerns over playable audio using custom Boombox passes in games have also been raised. Some have argued that there will be no concrete way to prevent users from uploading copyrighted material even after the change, and that games which rely on copyrighted music (e.g. Robeats!) will be heavily crippled by the mass removal of soundtracks.
- There is a bug where some audio files stop playing after a couple seconds. This bug only occurs on the website.
- There is another bug where an audio file won't play at all (Mostly on .ogg sound files).
- Some users have gotten banned by the moderation system for uploading audio that was considered too loud. Making loud audios can apparently result in moderation (depending on how loud)
- Sometime in 2014, an unknown user found a bug where you could upload audios via making a plugin, which started to make a lot of bypassed audios. This eventually was fixed but not for long, as of mid 2016 people have been making audios but this time instead of plugins, they used RenderMeshes to bypass the moderation system, this ultimately created a lot of bypassing loop-holes for at least 10 months until on April 26, 2017, all audios that were RenderMeshes simply did not work in the Sound instance and what was followed by tougher moderation regarding the assets.
- Shortly after April's incident, people have started to find out more ways to bypass audios so that inappropriate content can be allowed on Roblox, although people have been slowing/speeding up audios so that they can change the pitch in-game so it creates an inappropriate sound, people needed a more reliable source, so in May 2017, people started uploading normal audios with a selection of audio which was silent (silence ranges from 20 seconds to a couple of minutes) then inappropriate material/sound/music would play to trick the Moderators into approving the audio, people have still been uploading raw audios of inappropriate content and again it has worked. It is unknown whether or not this has been patched, however more rigorous checks have been introduced to combat the issue of bypassed audios.