Help with voice chat?

Hello, I’m currently developing an endless-runner style game. However, while testing with a friend earlier today, I have come across an issue with the default voice chat system where players are unable to hear each-other unless they are spectating one another (as this causes each of their cameras to be close enough to hear the other player).

In the game, each player is placed on their own “track” and each track is aligned in a row as I have demonstrated by the sketch below showing a part of a track and where the next track would be placed (roughly):
Blox Sprint by 1Keeth Early Development Image

As the image demonstrates, players could be hundreds or even thousands of studs away from one another causing them to be unable to hear eachother.

Is there a way I could remove the limitations of the proximity based voicechat by using a script or something such as the new Audio API?

I have looked at the documentation and other forum posts on similar issues; however, I have found no built-in way to disable proximity and most seem to be 1 or 2 years old and provide no answer to my problem and so I am unsure how to approach this situation and what would be the best option.

If you have a solution or any ideas, please take the time to leave a response to this post.

Thanks for taking the time to read this :slight_smile:
Have a good day!

make the track local and overlay all the local tracks and make players invisible to eachother

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Hey @1Keeth, if you enable VoiceChatService.UseAudioApi, each voice participant will have an AudioEmitter placed on their character, and there will be an AudioListener on your camera.

You can reparent them to other 3d things, adjust their DistanceAttenuation to make them audible from further away, or disable VoiceChatService.EnableDefaultVoice to build your own setup from scratch

Prior to the Audio API, voice chat is not super controllable

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Thanks so much! This information was incredibly helpful and I have been able to come up to a solution to the problem with the information you provided.

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