VoiceCraft
Architecture

System Architecture

This page explains the big pieces of VoiceCraft and how they relate.

System Architecture

This page explains the big pieces of VoiceCraft and how they relate.

Main layers

Client layer

VoiceCraft.Client handles:

  • input capture
  • preprocessing
  • UDP transport to VoiceCraft
  • playback and local per-user preferences

Server layer

VoiceCraft.Server handles:

  • network entity state
  • voice client sessions
  • moderation flags
  • effect bitmasks and audio effect defaults
  • Minecraft-facing transports

Minecraft integration layer

This depends on topology:

  • VoiceCraft.Addon for Bedrock
  • GeyserVoice for Java / Geyser / proxy networks

Core data concepts

VoiceCraft revolves around entities rather than only raw sockets.

Entities carry state such as:

  • name
  • title
  • description
  • position
  • rotation
  • world ID
  • mute / deafen state
  • effect bitmasks

Why transports are separate

VoiceCraft voice traffic and Minecraft automation do not always live in the same environment.

That is why:

  • the client talks to the core voice server
  • Bedrock or Java integration talks through a transport layer

This separation keeps the core platform flexible.

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