How to use VOIPTalker Proximity Voice Chat using only Blueprints in your Multiplayer Unreal Engine 4 game

Voice Chat is a staple of modern multiplayer games.

Many games include more open world aspects and the majority of players set their focus on having positional Voice Chat. As a result, this audio data is attenuated (lowered in volume) over distance.

Is VOIPTalker Voice Chat Difficult?

No, not at all!

Implementing Positional Voice Chat into your UE4 multiplayer game only using blueprints is simple and requires very little knowledge of how the backend C++ code works.

Adding this system to my own project initially was very difficult due to the lack of resources available from both the community and Epic themselves on their wiki.

As I don’t want anyone to follow the painful nights of troubleshooting like it did, I have created this guide for the UE4 community to enhance their own projects.

Examples of proximity and positional voice chat 

Requirements

  • Unreal Engine version 4.19 and above.

Complete these requirements to move onto adding the VOIPTalker component.

The VOIPTalker Component

Adding the Component

The VOIPTalker component intercepts voice data and runs it through any effects or attenuation thus preventing player voices playing directly to the players.

Firstly, on your character blueprint, type create the blueprint node named Add VOIPTalker and attach it to your Begin Play event.

 Adding the voice chat component

From the return value pin, promote the new VOIPTalker to a new variable. Call this variable something relevant as we will use this again soon. I named this VOIP.

Adding the voice chat component and promoting it to be used later

Validating the Player State

Next, connected to your Add VOIPTalker node, we need check if the PlayerState is valid and as a result, preventing failure during VOIPTalker’s initialisation.

Checking for a valid player state

There are far more pretty ways of doing this check but reliability and simplicity is key for understanding how this system works.

At this step, the code should look like this.

Positional voice chat blueprints so far

Registering Voice Chat data to the Player State

VOIPTalker in its current setup, can’t receive any voice data.

We now need to assign the correct PlayerState.

Registering positional voice with the player state

Using the Register with Player State node, we can assign the target pin to the promoted variable we created earlier. In the earlier steps we named this VOIP.

In the owning state pin, the PlayerState variable needs to be connected.

Microphone Sensitivity

When using this system I found that the microphone sensitivity was far to low to sustain voice chat without stuttering or cutting out entirely.

To fix this simply create a Set Mic Threshold node and set it to -1.

Setting the voice chat microphone sensitivity

VOIPTalker Voice Settings

We are almost there!

VOIPTalker by default has no effects, location for the sound to originate from or attenuation preset.

From the VOIP variable, drag and type set settings to create this node shown below.

Voice chat audio settings

This node gives us the ability to define the settings we want for our voice chat.

Set Component to Attach to a reference to the player’s camera. This will appear to make the audio originate from the player’s mouth.

I created a specific attenuation class for VOIP which will more accurately reduce volume over distance in the context of speech. You can create and set your own Attenuation class in here and tweak till it sounds right.

If you don’t know how to setup Audio Attenuation in Unreal Engine 4 click here for a simple guide.

In the content browser create a new source effect chain class and leave it empty. Assign the source effect chain setting option to this new class.

Completed Blueprint

The entire system is fairly simple. The lack of documentation is the difficult part.

Here is the complete blueprint nodes all inside my player character blueprint.

Positional voice chat blueprints using VOIPTalker

Conclusion

Positional Voice Chat should be well documented and developed considering how many games use this feature.

If you found this tutorial useful please share to other developers, family and friends because I believe that this takes very little time to set up and adds a whole dimension of gameplay.

Developers should not have to rely on custom C++ solutions for basic multiplayer features.

Share your thoughts

8 Replies to “How to use VOIPTalker Proximity Voice Chat using only Blueprints in your Multiplayer Unreal Engine 4 game”

  1. Great tutorial, Matt! Thank you!

    How would you suggest debugging it? Suppose someone follows it through and gets a “Device is currently owned by another user” error when V is pressed and “Ignoring stop request for non-owning user” when V is released? If that sounds too specific, it’s because it real. Happening right here. If you can’t help, it’d be much appreciated!

    1. To fix this try moving the V input voice chat code from your character blueprint to your player controller blueprint. The console command ‘stat net’ also shows if voice data bytes are being sent and received which might be helpful for debugging. Comment back if this is still not working and I can look into this further!

  2. Also, the name and email fields here are not working on Firefox. I had to add them in the HTML on my browser debugger to post the comment. Maybe that’s how I got to be the first to comment 😀

  3. Hi Matt ! Thank you again for your tutorials. I managed to make my Google VR Voice Chat project works on a dedicated server !

    Now i’m trying to detect if a player is talking or not, something like a Event IsSpeaking. Do you have any idea if there is a simple way to make this works ?

    1. Thanks for reading my tutorials! I’m really glad that you managed to get your VR project working with this voice chat solution. There isn’t a default event that fires when someone is talking but you can check on your VOIPTalker component for the function that gets the volume of that player’s voice. This function is called: Get Voice Level. Hope this helps!

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