Proximity voice is part of Farwilder’s intended multiplayer: hearing another player from where they stand, quieter behind a boulder and gone beyond a certain range. Before choosing any provider or recording anything, a review of the engine’s own voice support found that it can already play a voice from the speaker’s character, muffle it behind geometry and stop sending it beyond a range.

Range needs care. With a single cutoff distance, a player standing near the edge flickered in and out 199 times in 200 updates. A tested rule mutes at 50 m and unmutes only inside 42 m, so a small step does not toggle the voice.

A separate prototype drove a character’s mouth, blinks and nods from audio, using a synthetic test voice in an offline render. Voice is switched off in the project. No microphone was recorded, nothing was sent over a network, and no voice provider has been chosen.