May 28, 2026 RAX Development

How Do You Configure pma-voice and Submixes?

How do you configure pma-voice and submixes? Install pma-voice, set proximity/radio/phone, and configure audio submixes for RP voice effects on FiveM.

How do you configure pma-voice and submixes? RAX Development sets up pma-voice (the standard FiveM proximity voice resource) on QBCore, ESX, and custom servers: install order, convars, radio/phone channels, and submixes so radio, calls, and megaphone audio sound distinct from normal proximity chat.

Quick answer: ensure pma-voice after framework → set native audio + voice convars → wire qb-radio / phone exports → register submix presets in client config → test with two clients. Voice setup help

What pma-voice is

pma-voice (community name; repo often AvarianKnight/pma-voice) replaces older Mumble wrappers for FiveM. It provides:

  • Proximity voice — hear players near you based on 3D position
  • Radio channels — job/personal radio when paired with qb-radio, mm_radio, etc.
  • Phone / call audio — when integrated with your phone resource
  • Submix support — EQ/filter effects on voice streams (radio “tin,” phone band, etc.)

Most 2026 RP templates ship pma-voice or document it; we align your pack so nothing still calls deprecated mumble-voip exports.

Base server configuration

  1. Download/update pma-voice to match your artifact build
  2. ensure pma-voice in server.cfg after framework, before radio/phone scripts that depend on it
  3. Set recommended voice convars (version-specific — we use current upstream docs for your FXServer)
  4. Enable native audio path FiveM expects for submixes (client settings + server flags per guide)
  5. Confirm players use a working microphone; push-to-talk vs voice activation in keybind docs
  6. Test on staging with 2+ clients before live

Store secrets and API keys elsewhere — voice config is not sensitive but should live in Git with the rest of your cfg templates.

What submixes are

A submix applies an audio effect chain to a voice stream so listeners know how they are hearing someone (handheld radio vs open air). pma-voice exposes submix IDs you assign when a player enters radio, phone, or megaphone mode.

  • Radio submix — band-limited, slight distortion, lower volume cap
  • Phone submix — telephone-band EQ, often mono feel
  • Megaphone / bullhorn — light reverb or compression (server taste)
  • Default / none — clean proximity for normal speech

Submix definitions live in pma-voice client configuration (JSON/Lua table depending on version). We tune values so radio is intelligible without ear fatigue on long patrols.

How we configure submixes (workflow)

  1. Define submix presets in pma-voice config (name, effects, default volume multiplier)
  2. Map radio script join/leave events to setVoiceProperty / export that applies radio submix
  3. Map phone answer/hangup to phone submix on both parties
  4. Ensure leaving radio/phone clears submix (no stuck “underwater” voice)
  5. Align radio channel logic with job restrictions (police-only channels server-validated)
  6. Document keybinds for players (PTT, radio talk, volume)
  7. QA with wired headset + cheap mic profiles

Framework integration

Stack Typical pairing
QBCorepma-voice + qb-radio / mm_radio + qb-phone or npwd
ESXpma-voice + esx_radio / pma-radio forks + phone resource
CustomExports documented; we bridge your job radio Lua

Radio item metadata, channel passwords, and emergency PANIC buttons must still be server-checked like any other trigger (secure triggers).

Recommended proximity and range tuning

  • Whisper / normal / shout modes if enabled — distances that fit your RP (no shout across blocks unless intended)
  • Vehicle isolation — optional muffling when windows up (pack-dependent)
  • Radio click SFX on transmit start/end for clarity
  • Balance with high-ping players — voice is UDP; bad routes still clip

Common issues we fix

  • No one hears anyone (wrong ensure order or outdated pma-voice)
  • Radio works but no submix effect (preset not applied on channel join)
  • Stuck radio submix after death or disconnect
  • Double voice from salute-phone + pma-voice conflict
  • Two voice resources running (remove legacy tokovoip / old mumble)
  • Players on wrong game build missing native audio features

Hosting and performance

Voice traffic is mostly peer/relay via FiveM infrastructure; the game server CPU impact is low compared to scripts and MySQL. Choose a VPS region close to your player base for overall latency (OneSync and game netcode still matter for RP beside voice).

How RAX Development helps

  • Install and configure pma-voice on new server builds
  • Custom submix presets matching your server branding
  • Wire radio/phone resources and fix export mismatches after pack swaps
  • Player keybind + settings guide for Discord pin
  • Part of launch-ready checklist

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Related: XSound / custom audio · Target systems · Discord logging · Before starting a community

Conclusion

How do you configure pma-voice and submixes? Install pma-voice, set server convars, map radio and phone scripts to the correct submix presets, and test on staging. RAX Development handles voice stack setup on server builds and fixes broken radio/phone integration after framework changes.

Configure pma-voice

Voice + submix setup on server builds. Radio integration quoted.

Script packages Server build