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.
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.
Add a node for launch night, let autoscaling remove it in the morning.
Quality steps down before cost goes up. Players stay connected.
One EU region (Germany) today. More as demand grows.
The same server you can self-host. Export and leave any time. github.com/aurix-voice/aurix
Proximity, teams, parties. Noise suppression on by default.
Native UDP with QUIC, TLS and WebRTC fallbacks.
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
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 →
Nodes have a documented capacity and an hourly price. That's the whole model.
| Scenario | Per-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.
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 →Your server mints a token with the player's channel grants; the SDK connects, joins and handles the rest.
var voice = new AurixVoiceClient(wsUrl, token);
await voice.ConnectAsync();
await voice.JoinChannelAsync(channelId);
await voice.TransmitToChannelAsync(channelId);auto* Voice = GetGameInstance()
->GetSubsystem<UAurixVoiceSubsystem>();
Voice->Connect(Settings);
Voice->JoinChannel(ChannelId, TEXT(""), RequestId);var voice := AurixVoiceClient.new()
add_child(voice)
voice.connect_to_server(ws_url, token)
voice.join_channel(channel_id)const client = new AurixClient({ apiUrl, wsUrl, token });
await client.connect();
await client.joinChannel(channelId);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 }
] }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.
300 concurrent participants, two regions, recording and speech-to-text available by use. Traffic and TURN never billed.
The same engine, on your servers, under an open licence. No account needed.
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.
Run nodes anywhere, keep our control plane, console and billing.
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.
Free up to 200 concurrent participants during the launch offer · no card · first voice in your game in about 10 minutes