# Implementing spatial audio voice chat into Unity project

**URL:** <https://qa.fmod.com/t/implementing-spatial-audio-voice-chat-into-unity-project/18207>\
**Category:** FMOD Studio\
**Tags:** unity\
**Created:** [January 11, 2022, 1:03pm UTC](https://qa.fmod.com/t/implementing-spatial-audio-voice-chat-into-unity-project/18207 "2022-01-11T13:03:25Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [January 20, 2022, 12:26am UTC](https://qa.fmod.com/t/implementing-spatial-audio-voice-chat-into-unity-project/18207/2 "2022-01-20T00:26:26Z")

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Depends on how the voice chat is implemented- if Vivox gives you access to the underlying audio buffer then you should be able to send that to FMOD and then spatialize it.  
There was a discussion recently about [voice chat with FMOD](https://qa.fmod.com/t/using-fmod-with-voice-chat-utilizing-onaudiofilterread/17763) that is worth reading through for ideas on how to pass voice chat data to FMOD. There ended up being some issues with Unity’s `OnAudioFilterRead` callback that affected spatialization so that is definitely something to be aware of.

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_[View the full topic](https://qa.fmod.com/t/implementing-spatial-audio-voice-chat-into-unity-project/18207)._
