Creating custom voice zones
Adding custom voice zones to your region is a useful way to control audio "traffic" and combat cross-talk while giving users the ability to make spontaneous connections and get work done.


As explained in our documentation concerning voice zones and conference system permissions, voice zones give users the ability to connect through voice chat, webcam streaming, and screen sharing. Additionally, Breakroom allows region developers to nest voice zones within other voice zones, opening up a world of region design possibilities. Through the use of multiple voice zones, you can create offices, cozy coffee corners, and bustling auditoriums -- all in the same region, with no audio cross-chatter or interference.
Elsewhere, we covered how you can set up the prefab breakout areas included in your Breakroom starter item pack. In this documentation, we'll explore how you can set up custom voice zones.
After changing any settings in the Room Editor, it is useful to click "Save" to store your changes and then click the "Reset Zones" button to reset the conference system. If this doesn't seem to push your changes forward, try leaving the region and entering again.

Introduction to the voice zone objects

Voice zones take the form of boxes or other shapes that encompass the virtual area where audio and video sharing will take place. These boxes are normally invisible to you and your users.
An example of breakout room voice zones highlighted in the Room Editor (as transparent boxes).
If you launch the Room Editor in a region that contains breakout areas or other voice zones, you will see these zones highlighted by transparent green boxes, as in the image above.
In the Room Editor UI, there are two buttons that are immensely valuable when editing voice zones. Clicking the Reset Zones button will refresh all of the voice zones within the region, pushing forward any changes that you've made. Clicking the Visibility button will toggle the transparent green boxes on and off, which is useful when you are creating custom voice zones and need to maneuver your camera in order to adjust objects or make other changes.
The Breakroom Voice Zone objects, highlighted in a user's inventory.
In addition to the prefab breakout areas included in your starter pack of room items, you'll receive two customizable audio zones with no additional building or seat components attached to them. These items are called Breakroom Voice Zone and Breakroom Voice Zone Round. You can find them in the Furniture section of your inventory.

Voice zone shapes

For the sake of illustration, let's say we want to make a comfortable meeting spot for our users, and place it within its own voice zone. Here you can see the furniture items that we want to include.
Here in the Room Editor, you can see that we've set out the Breakroom Voice Zone and that the furniture is now located within it. The Breakroom Voice Zone object is a cube-shaped voice zone, and the transparent green walls indicate its size and boundaries.
Here we've set out the Breakroom Voice Zone Round, which is a sphere-shaped voice zone. Again, the transparent green walls indicate its size and boundaries.

Voice zone components

In the Objects window, we can see that the Breakroom Voice Zone object contains a number of separate components. Let's take a look at a few key components, and then discuss how they work together while setting up our example breakout space.
In the images that follow, you will see that the Breakroom Voice Zone object has been expanded in the Objects window. When the name of each component is highlighted in the Objects window, that component will also appear highlighted in green in the main visual window.
The zone collider component.
  1. 1.
    The zone collider - This component dictates the size and boundaries of the voice zone itself. Its size, location, and rotation can be edited independently of the other components that make up the voice zone object.
The screen component.
2. The screen - This component indicates where the video feed will appear when users opt to share their webcams or screens, as well as the size and location of the screen. Like the zone collider, the screen component can be edited independently of the other voice zone objects.
The landing component.
3. The landing pad - This object indicates where avatars will "land" when they teleport directly into the space. It can be edited independently of the other voice zone components, allowing you to place it wherever you like.
The size of the landing pad indicates the area into which your users will teleport. You can make the landing zone bigger or smaller by changing the local scale values listed under the Transform component, or by using the scale tool in the Room Editor.
The camera components.
4. The cameras - These boxes indicate the default locations for the screen, audience, and speaker cameras. This is useful for the correct functioning of the gesture and camera controls, and the camera locations can be changed.

Setting up a voice zone

The following illustrated guide offers step-by-step instructions for setting up a custom voice zone in your region. For more information about using the Room Editor to place objects within a region and edit them, please see our Room Editor documentation.
The Breakroom Voice Zone object viewed in the Room Editor, with the scale gizmo highlighted.
Step 1: Open the Room Editor and the Inventory window. Click on the Breakroom Voice Zone object you want to use, and then click the area in your region where you would like to place it.
Step 2: The Breakroom Voice Zone defaults to the size shown in the image above. This is too large for our purposes, so we'll begin by scaling the voice zone down using the scale gizmo. We'll also center the voice zone over the furniture by using the translation gizmo.
Remember that you can scale and translate along multiple axes simultaneously by holding down the Shift key as you work.
The voice zone, now appropriately resized and positioned for the small meeting area we want to create.
Step 3: When the voice zone object as a whole is resized and repositioned, you will likely want to edit the location or size of some of its components. To begin, expand the voice zone object in the Objects window by clicking the > arrow located to the left of its name.
The voice zone object, expanded in the Objects window to reveal its components (highlighted).
Step 4: In the image above, for example, we can see that the screen component cuts through the table lamp. We can select the Screen component by clicking on its name in the Objects window. We can then use the rotation and translation gizmos to change where the screen will appear within the voice zone.
The screen component, now edited to appear above the sofa.
It's important to note that only the rotation and translation gizmos will affect the screen component. Scaling the screen component object in the Room Editor will not change the final appearance or size of the screen. To change the aspect ratio or size of the screen, please see our special instructions for screens below.
Step 5: We can tweak the other components of the voice zone the same way, by highlighting their name in the Object window and then editing them independently using the Room Editor tools.
Here the landing pad object has been selected and moved to an appropriate location.

Special instructions for screens

As noted above, only the rotation and translation gizmos can be used to edit the screen component in the Room Editor. If you would like to change the final size of the screen or its aspect ratio, you will need to do so manually.
For example, here is the initial final appearance of the screen in our meeting area. While the screen does appear properly rotated and positioned, it's so large that the user ID banner is submerged in the ground.
To manually edit the size of the screen, simply follow the steps below.
  1. 1.
    Highlight the Screen component in the voice zone Objects window.
  2. 2.
    In the Inspector window that opens, click on the arrow to the left of the ScriptingData component to expand it.
  3. 3.
    Here you can enter values in the Width and Height fields to change the aspect ratio of the screen. For instance, you may wish to create a narrow, long screen to accommodate the webcams of several different speakers.
  4. 4.
    You can also enter a value in the Scale field, which is normally set at 1. Here we've changed the value to 0.5 to indicate that we want to scale the screen to half of its default size.
  5. 5.
    Once you are happy with your changes, click the Save button and exit the Room Editor.
Once the screen is scaled properly, you can see that it appears at a much more manageable size, and that the user ID banner is visible.
You can also find the Width, Height, and Scale fields in the voice zone object RoomFurniture component.

Special instructions for cameras

Here the Cameras sub-folder has been expanded and the Audience camera is being edited.
Each voice zone contains cameras designed to work with Breakroom's camera control system. Editing the components of your voice zone may change where you want the built-in cameras to point (for example, if you move the screen). You can edit the voice zone cameras by using the "move to camera location" feature in the Room Editor. Detailed instructions are available here.

The RoomFurniture component

The RoomFurniture component attached to the voice zone objects contains several fields that can be manually edited. Please see our RoomFurniture component documentation for more information.
Last modified 5mo ago