Generate Vivox access tokens and choose the right channel type (positional, group, or echo) for a game's voice chat
domain: docs.vivox.com · 5 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Decide the channel type per use case: 3D positional channels for proximity-based world voice, group (non-positional) channels for level-wide/team voice, and echo channels (identified by "-e-" in their SIP address) for microphone/connectivity test rooms.
For positional channels, set the channel's audible distance, conversational distance, and audio fade model parameters when creating the channel so attenuation matches your game's scale.
Generate a signed access token, using your Vivox issuer credentials and a token signing key, that grants join rights to a specific user URI and channel URI with an expiration time.
Pass the generated token to the client SDK's login/join call so the client can authenticate to the Vivox backend without exposing your signing key on-device.
Use the SDK's debug token generation helper only for early testing without a token server, and replace it with server-side token generation before shipping.
Known gotchas
Generating access tokens on the client with an embedded signing key is a common shortcut in samples but is not safe for production — anyone can extract the key from the client and mint arbitrary tokens.
Positional channel audio parameters must be set consistently across all clients joining the same channel; mismatched distance/fade settings between clients cause inconsistent spatial audio.
Tokens are time-limited; clock skew or an overly long game session can cause a token to expire mid-session, requiring the client to detect the failure and re-authenticate.
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