Compatibility
Mods and plugins SocketSVC integrates with, runs alongside, or conflicts with
This page lists what SocketSVC actually does about other mods and plugins in its own code. It is split into real integrations, things that simply coexist, and the one known conflict. Anything not listed here has not been tested — that does not mean it breaks, only that nobody has checked.
Built-in integrations
These have dedicated code in SocketSVC.
Flashback (replay mod)
SocketSVC records voice chat into Flashback replays and plays it back with distance fading. When Flashback is installed, the client settings screen gains a Flashback tab with the switches; see Settings → Flashback for every option.
| What is recorded | Every incoming voice frame you actually hear (after volume, before mixing) and, optionally, your own outgoing microphone audio |
| Playback | Recorded voices fade with distance, using the client-side hearing range and fade start — the server's real values are never sent to the client, so you set them to match |
| Per-source volume | Each voice source heard in a replay gets its own 0–200% slider, stored separately from your live per-player volumes |
Fabric only, and only on some versions
The integration is built into the Fabric/Quilt client JAR only, and only for Minecraft versions that have a Flashback build pinned in the project's version catalog: 26.1, 26.1.1, 26.1.2, 26.2 and 26.3. On 1.21.11 and on the NeoForge and Forge JARs, the integration compiles to a no-op — voice is simply not recorded. The settings tab itself appears whenever a mod with the id flashback is loaded, so on a build without the integration the tab is present but does nothing.
Essential Mod (world hosting)
Essential Mod's world hosting runs the same Minecraft integrated server as vanilla Open to LAN, so SocketSVC's LAN voice hosting applies to it as well.
SocketSVC carries one workaround specifically for it. Essential's hosting brings up its virtual network adapter lazily, the first time a remote guest actually connects, and on at least some versions that swaps the host's own in-memory connection for a real one. The game reports that as a disconnect followed by a join for the host's own UUID, even though the host never left. Without the workaround, the host's voice connection would be dropped every time the first guest joined. SocketSVC therefore only revokes a player's voice access once the server's player list confirms they are actually gone.
The per-player voice address is also read from the interface each player's connection arrived on, so Essential's virtual adapter is handled with no tunnel-specific code. The start hook itself is on vanilla's own "publish server" path; Essential is expected to go through it but that has not been separately verified.
Mod Menu (Fabric)
The Fabric/Quilt client JAR registers a Mod Menu entrypoint, so SocketSVC's settings screen opens directly from Mod Menu's mod list. Mod Menu is optional — it is a compile-time-only dependency and is published on Modrinth as an optional dependency. There is no equivalent on NeoForge or Forge; use the keybind or /ssvc instead (see Controls).
Sound Physics Remastered
With Sound Physics Remastered installed, SocketSVC's Surroundings — walls muffling voices, water, and room echo — follow its settings, so voices sound like the rest of the game. This is on by default and can be turned off under Follow Sound Physics Remastered.
| Sound Physics Remastered setting | What it sets in SocketSVC |
|---|---|
| Enabled, and Simple Voice Chat integration | Whether voices get any effects at all; either one off means none |
| Block absorption | How much walls muffle (its default of 1.0 is SocketSVC's full strength) |
| Underwater filter | How muffled voices are under water |
| Reverb gain | How much a room echoes (its default of 1.0 is SocketSVC's full strength) |
| Simple Voice Chat hear self | Whether you hear the room echo your own voice (off by default in both) |
Changes to its settings apply within a second, with no restart.
Its settings, SocketSVC's engine
Sound Physics Remastered works by adding OpenAL effects to Minecraft's own sound sources, which is how it processes Simple Voice Chat, whose voices are such sources. SocketSVC mixes voices itself and plays them on its own audio line, so Sound Physics Remastered never sees them. SocketSVC therefore reads its settings and applies them with its own walls, water and room echo. Voices react to the same things game sounds do, but they are not traced by Sound Physics Remastered's own ray model, so a voice and a sound effect in the same spot can differ a little.
If a future Sound Physics Remastered version renames the settings SocketSVC reads, SocketSVC logs a warning once and falls back to its own Surroundings settings; nothing breaks.
Permission backends (server side)
The server side reads permissions through each platform's standard API, so any permission manager built on those works:
| Server side | Backend | Typical manager |
|---|---|---|
| Paper/Purpur/Folia | Bukkit permissions declared in plugin.yml | LuckPerms or any Bukkit permission plugin |
| Fabric/Quilt | fabric-permissions-api, bundled into the server mod | LuckPerms or any mod implementing it |
| NeoForge / Forge | Each loader's own PermissionAPI | Any mod implementing it |
Without a permission manager, every backend falls back to op levels. Full details and node names are on Permissions.
Works alongside SocketSVC
No integration code is needed for these, and no conflict is known.
| Notes | |
|---|---|
| EssentialsX | Runs alongside the Paper plugin. SocketSVC does not hook chat, and it keeps its own socketsvc.* permission nodes, so there is nothing to configure on either side |
| Fabric API | Required, not optional, for the Fabric/Quilt client JAR and the Fabric/Quilt server mod |
| Quilt Loader | Runs the Fabric JAR. No separate Quilt build exists, because QSL has no 26.x release; the Modrinth files are tagged for both loaders |
| Paper, Purpur, Folia | One plugin JAR covers all three. Folia is explicitly supported: the plugin declares folia-supported and uses region-aware schedulers and a location cache instead of touching player state off-thread |
| Velocity, BungeeCord, Waterfall | Work as-is. The optional relay plugin gives the whole network a single public voice port — see Proxy relay |
| Reverse proxies and tunnels | Voice is ordinary WebSocket traffic, so wss:// is terminated by whatever reverse proxy you already run; see Server setup |
Running alongside another voice chat mod
You can keep Simple Voice Chat (mod id voicechat) or Plasmo Voice (mod id plasmovoice) installed together with SocketSVC. SocketSVC is the main one: its HUD and keys are what you get, except on a server where the other mod has actually connected. Neither mod connects anywhere unless the server runs it, so on a server that runs only one of them, only that one uses your microphone. What they share is the keyboard and the corner of the screen:
| Server | The other mod | SocketSVC |
|---|---|---|
| Runs SocketSVC only | Keys switched off; no HUD | Works normally |
| Runs neither (vanilla server, singleplayer) | Keys switched off; no HUD | Works; the HUD shows the disconnected icon, since there is nothing to connect to |
| Runs the other mod only | Works normally once connected | Steps aside: no HUD icon, and its keys do nothing |
| Runs both (e.g. the Cross System Bridge) | Works normally once connected | Works normally |
"Steps aside" means the bottom-left status icon is hidden and SocketSVC's keys — V, M, N, H, G, push to talk and the rest — are ignored, so the same letters reach the other mod. V still opens SocketSVC's settings from the title screen, and /ssvc works everywhere.
The letters really are shared. Simple Voice Chat's defaults are V (menu), M, N and H; Plasmo Voice's are V (menu) and M (mute), with push to talk on Left Alt. Switching the other mod off means skipping its key handling, so V opens one menu instead of two:
- Simple Voice Chat: its key handling is skipped, and its "disconnected" HUD icon and nameplate icons are hidden.
- Plasmo Voice: its menu key and its hotkeys are skipped. Its HUD needs nothing, because Plasmo Voice already shows it only while connected.
This is done by hooking a few of the other mod's own methods, by name, only while it is installed, and by reading whether it is connected. If an update to that mod renames them, the hook does nothing and you are back to both mods reacting to the same keys — nothing breaks.
The title screen shows an "Another Voice Chat Mod Detected" notice once per launch, naming the mod it found and explaining the above. "OK" dismisses it for this launch; "Don't warn me again" sets ignoreOtherVoiceChatModWarning in config/socketsvc.json and turns it off permanently.
Limits
- The other mod's keys stay off until it connects. On its servers, the first few seconds after joining show SocketSVC's HUD, and V opens SocketSVC, until the other mod's connection is up. If it cannot connect at all — its UDP port blocked, say — it stays switched off, and its menu is reached through its config screen (Mod Menu on Fabric, the Mods list on NeoForge and Forge) rather than V.
- On a server running both mods, the keys collide. A connected voice mod is always left alone, because its mute key is the only way to stop a microphone it is really sending. Both mods then react to the shared letters; rebind one set. SocketSVC's and Simple Voice Chat's keys are in Minecraft's Controls settings; Plasmo Voice's hotkeys are in its own settings, under Hotkeys. Both mods also transmit, so mute the one you are not using.
- Minecraft may deliver a shared key to only one mod. Whether a key bound twice reaches both mods depends on the loader. Stepping aside stops SocketSVC acting on a key, but cannot always hand it back to the other mod. If the other mod's V does nothing on its own servers, rebind or unbind SocketSVC's keys.
- The protocols don't mix. A Simple Voice Chat or Plasmo Voice client cannot talk to a SocketSVC server, or the other way round.
Hearing players on the other mod
Installing both mods is not the way to talk to players on the other one: on any one server, you are heard on one system. A Paper server can run the Cross System Bridge, so each player installs one voice mod and players on either one hear each other in proximity voice. A Plasmo Voice bridge does not exist yet.
Known conflicts
More than one SocketSVC client JAR
Install exactly one client JAR, matching your Minecraft version and loader. See Installation.
Caveats worth knowing
Vanish and player-hiding plugins
The server option visible-players-only filters voice by who a listener can actually see. On Paper it uses entity tracking plus Bukkit's canSee state, so vanish plugins that hide players through hidePlayer/hideEntity are respected. Vanish plugins that only intercept packets, without updating Bukkit's visibility state, are invisible to this check — a vanished player's voice can still be routed to people who cannot see them. The server mod has no hidden-player API at all and only checks dimension and tracking distance. See Visible players only.
Not an integration: opus4j
SocketSVC encodes and decodes audio with opus4j, which happens to be Simple Voice Chat's Opus JNI binding, used here purely as a library. That is a credit, not an integration: it implies no compatibility with Simple Voice Chat's servers; how the two mods share a client is above.