<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[2026-08-23]]></title><description><![CDATA[<p dir="auto">Once again its time for a new development update.</p>
<p dir="auto">These past two months since our last alpha test had one primary focus and that was VOIP.<br />
We had plans for first party VOIP support for a long time, pretty much since the inception of this project, and we are very happy with what we have achieved here.</p>
<p dir="auto"><img src="/assets/uploads/files/1787495440395-51be5c5a-cfc6-414f-a1a4-e316c03fa457-image.jpeg" alt="51be5c5a-cfc6-414f-a1a4-e316c03fa457-image.jpeg" class=" img-fluid img-markdown" /></p>
<p dir="auto"><em><strong>tl;dr: This is first party, directly integrated into the client and server, no configuration required other than opening a second port on the server. Grid based spatial routing works out of the box</strong></em></p>
<p dir="auto">We spent a lot of time researching the audio engine and integrate with it fully.<br />
We have our own <code>audioAudioEventMetadata</code> entries, game parameters linked to custom RTPCs, our custom sound banks and we stream VOIP PCM directly into wwise.</p>
<p dir="auto">We separate between spatial and direct routing, where direct is comparable to a discord call without any distance attenuation or environment occlusion effects. Ideal for implementing phone calls, tactical radio communication or team chat.</p>
<p dir="auto">We also have scripting capability to control direct voice routing. We allow connecting clients together in exclusive or shared mode</p>
<ul>
<li>Exclusive:<br />
Voice data is only emitted via the direct connection. Whether you are directly next to the emitter entity or on the other side of the map, you will not hear a difference</li>
<li>Shared:<br />
Voice data is emitted from the entity too. This can create realistic effects like having a phone conversation with someone and then walking closer to the room where that entity resides and also hearing the muffled entity talk</li>
</ul>
<p dir="auto">It is controlled via scripting API on the server side. Example of how to connect all clients on the server to each other:<br />
<img src="/assets/uploads/files/1787495299093-carbon.png" alt="carbon.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">On the client side we have robust handling of input device selection (with hot plug support), a ton of settings for individual volumes, gain boosting, VAD (Voice Activity Detection) with configurable threshold, PTT (Push to talk), Noise Suppression via RNNoise and/or SpeexDSP.</p>
<p dir="auto">Some extensions for scripting client sided DSP settings on direct audio and control over spatial falloff are planned for a future update</p>
<h1>Media</h1>
<p dir="auto"></p><div class="ratio ratio-16x9">
<iframe src="https://www.youtube-nocookie.com/embed/k0VC5PKgZ08" title="YouTube video player" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen"></iframe>
</div><p></p>
]]></description><link>http://forum.replay.re/topic/21/2026-08-23</link><generator>RSS for Node</generator><lastBuildDate>Thu, 27 Aug 2026 06:51:18 GMT</lastBuildDate><atom:link href="http://forum.replay.re/topic/21.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 23 Aug 2026 14:45:56 GMT</pubDate><ttl>60</ttl></channel></rss>