Voice, hosted.
Built for games.

Managed voice chat for Unity, Unreal, Godot and the web. Positional audio, teams, moderation, recording — billed by the capacity you reserve, with a spending limit you set. No per-player pricing.

Open source · AGPLEU regionFree up to 200 participantsNo card to start
UnityUnreal EngineGodotWebC ABIServer SDKs
What it is

The open-source voice server, run for you.

Aurix is a voice engine for games: positional and team channels, server-side mixing, noise suppression, push-to-talk, moderation, recording and transcription, SDKs for every major engine. The server is open source and self-hostable. Aurix Cloud runs it for you — capacity, regions, console, billing — so your backend only mints a token per player.

Shooters & co-opSquad and party channels created from the token, push-to-talk per channel, priority for the leader.
Open worlds & MMO shardsOne positional channel for thousands of players; the server forwards only the voices in range.
Social & VRCrowd mode keeps a plaza intelligible; spatial audio with direction; per-participant volume.
Events & streamsAudience shape: 5,000 listeners on one node, a handful of mixed speakers.

Everything a voice stack needs. Nothing you have to run.

Hourly capacity

Add a node for launch night, let autoscaling remove it in the morning.

Spending limit

Quality steps down before cost goes up. Players stay connected.

Regions

One EU region (Germany) today. More as demand grows.

Open source

The same server you can self-host. Export and leave any time. github.com/aurix-voice/aurix

Spatial audio

Proximity, teams, parties. Noise suppression on by default.

31ms

Low latency

Native UDP with QUIC, TLS and WebRTC fallbacks.

Estimate

What would it cost you?

Three numbers decide the bill: how many players are on at the same time, how many hours a day, how many regions. Everything else is included or metered in cents.

Estimate with 3 h average stay, ~40 MB of voice per participant-hour and 10 % of players on TURN. Full calculator · Every line of the invoice, explained

What you pay for. What you never do.

Billed
PlanFree $0 · Indie $19 / month on the shared pool
Node-hoursS $0.05 · M $0.15 · L $0.30 per hour, by the fraction of an hour a node runs
Traffic over 10 TB per node-month$0.01 / GB on Cloud nodes — shared plans and your own infrastructure never pay
TURN relay over 200 GB per node-month$0.04 / GB on Cloud nodes — shared plans and your own infrastructure never pay
Recording storage$0.02 / GB-month on Indie and Cloud — included on your own infrastructure
Speech-to-text$0.006 / minute of speech on Indie and Cloud — included on your own infrastructure
Never billed
Players, CCU, MAUparticipant-minutes are shown in the console and cost $0
Any channel featurepositional audio, mixing, noise suppression, ducking, audiences, text chat
API, tokens, webhooksmint a million tokens; nothing changes on the invoice
Team, projects, regionsinvite everyone, create projects per title
Inbound trafficuplinks from players to the node
Idle capacity on the shared pooland provisioning time of a node before it is running

Every paid project has a spending limit. When the forecast crosses it, quality steps down in four stages — 16 kbps, no server mixing, home region only, refuse new joins — never a surprise invoice. How the ladder works →

0CCU

We don't count your players.

Nodes have a documented capacity and an hourly price. That's the whole model.

ScenarioPer-CCU vendor*Aurix Cloud
Indie co-op200 at peak, 60k participant-hours / month$600$19Indie plan
Social world1,500 at peak, always on, 360k participant-hours$3,600≈ $1501 × M node + overage
Large shard4,000 at peak, two regions, 1.2M participant-hours$12,000≈ $5602 × L nodes + overage
Weekend tournament300 players, 20 hours total$60$1.001 × S node for 20 h

* Placeholder rate of $0.01 per participant-hour; hosted per-CCU vendors publish rates from a fraction of a cent to several cents, and quote per contract — put your own number in the comparison.

Scale

Built for big worlds.

One positional channel holds a whole shard. The server computes range and direction for every pair and forwards only the voices a player can hear, so 2,000 people on a map cost one Medium node — not 2,000 streams per client.

The scale guide: topology, numbers, token flow →
2,000participants per Medium node, 5,000 per Large
10 Hzposition updates; roster and chat scoped by radius
5,000listeners on one audience channel, server-mixed
4 voicescrowd mode: the loudest at full gain, the rest a murmur
priorityleaders duck the squad to 25 % while they speak
ad hocsquad and party channels created from the token, gone when empty

One token per player. Four lines per engine.

Your server mints a token with the player's channel grants; the SDK connects, joins and handles the rest.

Unity · C#
var voice = new AurixVoiceClient(wsUrl, token);
await voice.ConnectAsync();
await voice.JoinChannelAsync(channelId);
await voice.TransmitToChannelAsync(channelId);
Unreal · C++
auto* Voice = GetGameInstance()
    ->GetSubsystem<UAurixVoiceSubsystem>();
Voice->Connect(Settings);
Voice->JoinChannel(ChannelId, TEXT(""), RequestId);
Godot · GDScript
var voice := AurixVoiceClient.new()
add_child(voice)
voice.connect_to_server(ws_url, token)
voice.join_channel(channel_id)
Web · TypeScript
const client = new AurixClient({ apiUrl, wsUrl, token });
await client.connect();
await client.joinChannel(channelId);
Your backend · token endpoint (any language)
POST {cell endpoint}/v1/tokens
x-api-key: <SDK key — never ships in the client>

{ "external_id": "player-2991", "display_name": "Kestrel",
  "channels": [
    { "channel_id": "<world>", "join": true, "speak": true, "receive": true },
    { "ad_hoc": { "name": "squad-4f2a", "channel_type": "team", "max_participants": 8 },
      "join": true, "speak": true, "receive": true }
  ] }

Pick how you want to run it.

Shared

Free Launch offer

200 concurrent participants until 31 Jan 2027 (50 afterwards; projects created during the offer keep 200 for 90 more days), one region, every SDK and feature. No card, no minute quota, one Free project per account.

$0
Start free →
Shared

Indie

300 concurrent participants, two regions, recording and speech-to-text available by use. Traffic and TURN never billed.

$19/ month
Start with Indie →
Open source

Self-hosted

The same engine, on your servers, under an open licence. No account needed.

$0forever
View on GitHub →
Dedicated

Cloud nodesOpens after launch

Your own nodes in the regions you choose, billed by the fraction of an hour they run. 10 TB traffic and 200 GB TURN per node-month included. Recording storage and speech-to-text by use. Autoscaling within your limit. Node sizes and regions →

During the launch period dedicated nodes cannot be ordered yet — the prices below are what they will cost. Need more than the shared pool today? Run your own nodes or write to us.

$0.05/hSmall · 500 participants
$0.15/hMedium · 2,000
$0.30/hLarge · 5,000
Your hardware

Your infrastructure

Run nodes anywhere, keep our control plane, console and billing.

$39/ node / month
How it works →
Add-ons

Switch on what you need

Full price list →
Recording storage $0.02 / GB·mo
Transcription $0.006 / min
Traffic over 10 TB $0.01 / GB
TURN over 200 GB $0.04 / GB
Moderation Included

Add-ons are charged where they run on our hardware — Indie and Cloud. On your own infrastructure they are included and traffic and TURN are never metered; the node fee is the whole bill.

Start talking.

Free up to 200 concurrent participants during the launch offer · no card · first voice in your game in about 10 minutes

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