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ClientAudioPacketInput

Input for sending a client audio packet (voice chat) to the UDP game server. The audio data is compressed and will be broadcast to nearby players.

input ClientAudioPacketInput {
appId: BigInt!
chunk: ChunkCoordinatesInput!
uuid: String!
audioData: String!
distance: Int
decayRate: Int
sequenceNumber: Int
}

Fields

ClientAudioPacketInput.appId ● BigInt! non-null scalar

The ID of the app where the audio is being sent from.

ClientAudioPacketInput.chunk ● ChunkCoordinatesInput! non-null input

The chunk coordinates where the audio source is located.

ClientAudioPacketInput.uuid ● String! non-null scalar

A unique identifier for the audio source (typically the player UUID). Must be exactly 32 bytes when encoded as UTF-8.

ClientAudioPacketInput.audioData ● String! non-null scalar

The compressed audio data, base64-encoded.

ClientAudioPacketInput.distance ● Int scalar

Chunk replication distance (0-8). Defaults to 1 for audio packets. Clamped to 0-8.

ClientAudioPacketInput.decayRate ● Int scalar

Decay algorithm for replication: 0 = none, 1 = exponential, 2 = linear 50%, 3 = linear 25%, 4 = linear 10%, 5 = linear 5%. Defaults to 0 (none) for audio packets.

ClientAudioPacketInput.sequenceNumber ● Int scalar

Client-assigned correlation id for this datagram: a uint8 (0-255) that wraps at gameClientBootstrap.sequenceNumberModulo (256); defaults to 0 if omitted. For CORRELATION ONLY — it is NOT an idempotency key and the server does not dedupe replays. Echoed on any GenericErrorResponse for this send, delivered on the udpNotifications subscription.

Member Of

sendAudioPacket mutation