ACRE/TFAR-style radio simulation built into GameLink. Radio communication with signal degradation, phone calls, vehicle intercom, and immersive audio effects — all running client-side with zero server overhead.
Three distinct audio channels layered on top of GameLink's existing proximity voice
Multiple radio types with different ranges. Signal quality degrades with distance — static noise increases as you approach max range. Mic click sounds on PTT. Ear assignment routes primary and secondary radios to left and right ears.
One-to-one phone communication with bandpass filter for realistic phone audio quality. Full volume regardless of distance. Optional speaker mode lets nearby players overhear the conversation.
Crystal clear audio between vehicle occupants with no distance rolloff. Hear your crew perfectly regardless of external noise or proximity settings. Automatic activation when entering a vehicle.
Four radio profiles with different ranges and audio characteristics
All effects are processed client-side using the Web Audio API — zero server overhead
Procedurally generated white noise mixed into the voice signal. Intensity increases as signal quality degrades with distance. Each radio type has a different base noise level.
High-pass and low-pass filters shape voice audio to match each radio type's frequency response. Phone calls use a tighter bandwidth for authentic telephone quality.
Procedurally generated radio click sounds on PTT press and release. Different tones for keying on vs off. Adds tactile feedback to radio communication.
Primary radio plays in the left ear, secondary radio in the right ear. Lets you monitor two frequencies simultaneously and know which radio is receiving. Uses stereo panning per user.
Voice volume decreases and static increases as you approach the radio's maximum range. With relay towers, signal quality improves based on tower proximity and coverage.
When the game mod provides line-of-sight data via the MuffleIntensity field, GameLink applies a lowpass filter to muffle voices behind terrain or underwater.
Radio, phone, and intercom are built into GameLink and activate automatically when your game supports them
Your game resource detects when a player uses a radio, phone, or enters a vehicle. It sends radio and position data to GameVox running on the player's machine.
GameLink receives the radio and position data, tracks who is transmitting, what radio type they're using, and their signal parameters.
The frontend builds per-user Web Audio API effect chains — bandpass filters, noise generators, stereo panners. These are inserted between the WebRTC audio stream and the speakers. Effects toggle on/off via gain nodes with no audio glitch.
Proximity voice, radio, phone, and intercom audio are composited per player. Radio overrides proximity volume (you can hear distant players on the radio). Intercom provides clear audio within a vehicle regardless of distance.
For developers building game resources — send these commands from your game mod to enable radio and phone features
Send Command 30 when a player starts transmitting on a radio. Send Command 31 when they stop.
{
"Command": 30,
"ServerUniqueIdentifier": "your-server-id",
"Parameter": {
"Name": "Officer_Joe",
"SenderRadioType": 1,
"OwnRadioType": 1,
"PlayMicClick": true,
"Volume": 1.0,
"Direct": true,
"SecondaryChannel": false,
"RelayedBy": ""
}
}
Send Command 20 to start a phone call. Send Command 21 to hang up.
{
"Command": 20,
"ServerUniqueIdentifier": "your-server-id",
"Parameter": {
"Name": "Dispatch",
"SignalStrength": 1.0,
"Volume": 1.0,
"Direct": true,
"RelayedBy": ""
}
}
Place relay towers in the game world to extend radio range and improve signal quality.
{
"Command": 32,
"ServerUniqueIdentifier": "your-server-id",
"Parameter": {
"Towers": [
{ "X": 500.0, "Y": 1200.0, "Z": 50.0, "Range": 8000.0 },
{ "X": -300.0, "Y": 800.0, "Z": 120.0, "Range": 12000.0 }
]
}
}
Show who is currently transmitting on the radar. Sent for each player that keys up.
{
"Command": 33,
"ServerUniqueIdentifier": "your-server-id",
"Parameter": {
"Name": "Officer_Joe",
"IsSending": true,
"IsPrimaryChannel": true
}
}
Send Command 50 when a player enters a vehicle. Send Command 51 when they exit.
{
"Command": 50,
"ServerUniqueIdentifier": "your-server-id",
"Parameter": {
"VehicleID": "vehicle_123",
"Occupants": ["Officer_Joe", "Dispatch", "Cadet_Smith"]
}
}
Set the MuffleIntensity field (0.0–1.0) on player state updates (Command 8 or 9) to muffle voices behind terrain or underwater. The game mod should perform raycasts to determine line-of-sight occlusion.
{
"Name": "Officer_Joe",
"Position": { "X": 120.0, "Y": 205.0, "Z": 10.0 },
"Rotation": 1.57,
"VoiceRange": 20.0,
"IsAlive": true,
"MuffleIntensity": 0.7
}
Use these values for SenderRadioType and OwnRadioType in Command 30
Radio and phone features work on any game with a GameLink resource
Radio, phone, and intercom activate automatically when you have the GameVox plugin installed for your game. Players don't need to configure frequencies or set up any external software. Just join a GameVox voice channel and play.
Radio and phone features are layered on top of GameLink's proximity voice. Game resources that only support basic proximity audio continue to work perfectly. Radio features are additive — no changes needed for basic spatial audio.
GameLink resources are available for FiveM, RedM, RAGE:MP, alt:V, and Arma 3. Game developers can integrate with any title using the open GameLink protocol.
Start with the base GameLink resource, then add radio commands to your game mod