# VOIP Talker - Change setting at runtime

**URL:** <https://forums.unrealengine.com/t/voip-talker-change-setting-at-runtime/650593>\
**Category:** Audio\
**Tags:** unreal-engine, UE5-0, question\
**Created:** [September 17, 2022, 12:29pm UTC](https://forums.unrealengine.com/t/voip-talker-change-setting-at-runtime/650593 "2022-09-17T12:29:45Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Drommedhar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Drommedhar](https://forums.unrealengine.com/u/Drommedhar)\
**Post date:** [September 17, 2022, 12:29pm UTC](https://forums.unrealengine.com/t/voip-talker-change-setting-at-runtime/650593/1 "2022-09-17T12:29:45Z")

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Hi, I’m running into a little issue.  
I can correctly run the VOIP Talker with custom attenuation settings (and occlusion etc).  
But we need to change the distance of the attenuation and other settings at runtime. For that I created several “Sound attenuation” versions and switch through them during runtime with a button press inside the Player Character. Unfortunately nothing changes at runtime. If I swap them in the editor it works, but not during runtime.  
So e.g. I load a attenuation with no Occlusion, it still occludes with the geometry.

Is there a trick to make UE change this at runtime?

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**Author:** ![siege\_b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@siege\_b](https://forums.unrealengine.com/u/siege_b)\
**Post date:** [September 20, 2022, 6:48pm UTC](https://forums.unrealengine.com/t/voip-talker-change-setting-at-runtime/650593/2 "2022-09-20T18:48:51Z")

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I’m also interested in a solution to this problem. if I manage to figure it out, I’ll post my solution here.

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**Author:** ![Drommedhar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Drommedhar](https://forums.unrealengine.com/u/Drommedhar)\
**Post date:** [October 16, 2022, 9:40am UTC](https://forums.unrealengine.com/t/voip-talker-change-setting-at-runtime/650593/3 "2022-10-16T09:40:36Z")

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I’m still trying to find a solution for this problem. Did you get any closer to a solution?

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<div class="post-metadata">

**Author:** ![siege\_b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@siege\_b](https://forums.unrealengine.com/u/siege_b)\
**Post date:** [October 18, 2022, 5:28pm UTC](https://forums.unrealengine.com/t/voip-talker-change-setting-at-runtime/650593/4 "2022-10-18T17:28:52Z")

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i still dont have a %100 solution yet but i did get the basics working.

i bought this asset  
[Voice Chat System (Global/Proximity/Team/Mute) in Blueprints - UE Marketplace (unrealengine.com)](https://www.unrealengine.com/marketplace/en-US/product/simple-voice-chat-system)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/a/d/aad1c8ab88e229366d8a47207f371fd369348355.png)

this is on the voip component that comes with the asset and it gets called on a button press from my character blueprint

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/4/f/94f2bbf693b8e33a28a9d80d914fb008b15e87b4.png)

that is the multicast so the other clients know whats up

im not exactly sure if the asset is necessary. it may still work if you do the server and multicast events from whatever object owns the voip talker.
