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Voice Chat Integration

GME voice chat in Wwise has many more features than a simple conference call system. Because GME is integrated into Wwise as input sources, similar to any prerecorded audio assets, you can be creative with how you integrate voice chat into your game. Here are a few examples of how a developer can leverage typical Wwise features and apply them to voice chat:

  • Positioning: It might be helpful in certain games to position other teammates around the listener when they speak. This way, you know where your teammates are in the environment without seeing them. For this to work, select the GME Receive sound, select the Positioning tab, and set the 3D Spatialization drop-down menu to Position. Do not set any attenuation.

  • Distance Attenuation: Some games can leverage Wwise’s distance attenuation in certain situations within the game. For example, if communication between players in the game emulates radio transmission, the game could create interesting storytelling moments. For example, radio communication could be disabled in certain areas in the game, which forces a squad of players to stay within speaking distance of one another until they move to another area.

  • Environmental Reverb: Processing the room’s reverb in the player’s chat can enhance realism and make the experience more immersive.

  • Voice leakage across teams: In many games, discussions are supposed to remain private within teams when they use radio communication. However, you could create a situation in which all communications are private, except when players are close enough to hear one another.

  • Creative effects: You can add DSP effects to voice chat, on the sending or receiving end, to customize the voice profile of certain players, or to reflect certain game states. A game can be configured to add an effect (distortion, delay, flanger, and so on) to the voice of a teammate who just received damage or a special bonus.


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