Quick answer: Assign players to voice channels by team or proximity group, update membership as teams and positions change, and have the server only forward audio within the same channel.
Voice that everyone hears regardless of team, or proximity chat that carries across the map, means the voice server is not scoping channels. Route audio by group. Here is how.
How to fix it
1. Define channels by team or zone
Create voice channels per team for team chat, or per spatial cell for proximity chat. The server forwards a speaker's audio only to listeners in the same channel, which is what stops cross-team leakage.
2. Update membership dynamically
Move players between channels when they switch teams, die, or cross a proximity boundary. Stale membership is why a dead player keeps hearing the living team or proximity chat reaches too far.
3. Apply distance attenuation for proximity
For proximity voice, attenuate or gate audio by speaker-listener distance on the server (or send positions for client-side spatialization) so volume falls off naturally instead of being all-or-nothing.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.