> For the complete documentation index, see [llms.txt](https://kb.heathen.group/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kb.heathen.group/old-kb/old-toolkit-for-steamworks/unreal/blueprint-nodes/functions/get-voice.md).

# Get Voice

{% hint style="success" %}

#### Like what you're seeing?

Support us as a [GitHub Sponsor](/old-kb/where-to-buy/become-a-sponsor.md) and get instant access to all our assets, exclusive tools and assets, escalated support and issue tracking and our gratitude.\
\
These articles are made possible by our [GitHub Sponsors](/old-kb/where-to-buy/become-a-sponsor.md) ... become a sponsor today!
{% endhint %}

## Introduction

Read captured audio data from the microphone buffer.\
\
The compressed data can be transmitted by your application and decoded back into raw audio data using [Decompress Voice](/old-kb/old-toolkit-for-steamworks/unreal/blueprint-nodes/functions/decompress-voice.md) on the other side. The compressed data provided is in an arbitrary format and is not meant to be played directly.\
\
This should be called once per frame, and at worst no more than four times a second to keep the microphone input delay as low as possible. Calling this any less may result in gaps in the returned stream.\
\
It is recommended that you pass in an 8 kilobytes or larger destination buffer for compressed audio. Static buffers are recommended for performance reasons. However, if you would like to allocate precisely the right amount of space for a buffer before each call you may use [GetAvailableVoice](https://partner.steamgames.com/doc/api/ISteamUser#GetAvailableVoice) to find out how much data is available to be read.

### Return Value

The key at this index

## Nodes

<figure><img src="/files/fm66xKNe577mG4NBpvJE" alt=""><figcaption></figcaption></figure>
