欧博allbetDoes Content Provider work in studio?
AsianRiceGod666 (Voxicity) September 1, 2025, 8:00pm 1
So I have a preloader module that preloads all the sounds, animations, etc. Although, my hover sound for ui buttons seems to have a delay in studio but not on roblox. I’ve also noticed that some sounds have a noticeable delay when being played only in studio.
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OFFYyt20 (OFFYS) September 1, 2025, 8:49pm 2
The delay is a Studio-only quirk. ContentProvider:PreloadAsync does work, but in Studio it doesn’t guarantee that the sound is instantly ready. That’s why you hear a short lag the first time you play it. On live clients the sound plays immediately.
A common workaround is to keep a Sound template preloaded in ReplicatedStorage and clone it when you need it:
-- preload in a LocalScript local ContentProvider = game:GetService("ContentProvider") local hoverTemplate = game.ReplicatedStorage:WaitForChild("HoverSoundTemplate") ContentProvider:PreloadAsync({hoverTemplate}) -- play on hover local function playHoverSound(parent) local s = hoverTemplate:Clone() s.Parent = parent s:Play() s.Ended:Connect(function() s:Destroy() end) endThis usually removes the Studio lag, and you can confirm behavior in the live game where the issue doesn’t appear.
AsianRiceGod666 (Voxicity) September 1, 2025, 9:02pm 3
So the thing is I have a module with all the games sound ids. I preload those but I dont cache then to use for cloning. The way I play sounds is I create them, play, then destory. This method sometimes causes delays for sounds like hover even after some time has gone by but this issue is only in studio.
OFFYyt20 (OFFYS) September 1, 2025, 9:14pm 4
I see exactly what’s causing the Studio delay. The behavior you’re seeing is completely normal in Roblox Studio, and it’s not a bug in preloader module. Here’s why:
When you use ContentProvider:PreloadAsync on a set of SoundIds, it preloads the asset data into memory, but it does not guarantee that a freshly-created Sound instance with that SoundId will play instantly in Studio. Roblox Studio handles asset streaming differently than live clients, so creating a new Sound, setting its SoundId, playing it, and then destroying it will sometimes incur a short delay—even after you’ve preloaded the asset. On live clients, the same pattern works with negligible delay because the runtime streaming is optimized for the deployed environment.
Your current workflow—preloading IDs, then creating, playing, and destroying Sounds—hits this Studio-specific bottleneck. This is especially noticeable with short, frequent UI sounds like hover effects.
Practical fix: Use preloaded Sound templates. Instead of creating new instances with SoundId every time you test the game, create a reusable Sound object in ReplicatedStorage with the correct SoundId, preload it, and then clone it whenever you need it. Cloning a preloaded Sound in Studio generally eliminates the lag because the instance already contains the preloaded audio data.
Example:
local ContentProvider = game:GetService("ContentProvider") local hoverTemplate = game.ReplicatedStorage:WaitForChild("HoverSoundTemplate") -- Preload the template once ContentProvider:PreloadAsync({hoverTemplate}) -- Function to play hover sounds local function playHoverSound(parent) local s = hoverTemplate:Clone() s.Parent = parent s:Play() s.Ended:Connect(function() s:Destroy() end) endHow to apply this to your module workflow:
Identify high-frequency UI sounds (hover, click, etc.) that must play instantly.
Create corresponding Sound templates in ReplicatedStorage for each of these.
Preload the templates using ContentProvider:PreloadAsync when the player joins or the UI is initialized.
Replace your “create → set SoundId → play → destroy” pattern with clone → play → destroy.
This approach keeps the live client behavior unchanged but removes the Studio-only lag. For less critical sounds that aren’t played instantly, your current workflow is fine; you only need to optimize for UI feedback sounds that require zero perceptible delay.
Finally, remember that some Studio delays are unavoidable due to the way Studio streams assets for testing. You should always confirm timing in a live test session because Studio will exaggerate these issues.
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system (system) Closed September 15, 2025, 9:16pm 5
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