Voice calls
Talk to a character out loud — how a call starts, flows, and ends.
A voice call is a live spoken conversation. You talk, the character answers in its voice, and everything said lands in the chat afterwards as ordinary messages you can read, fork or continue by typing.
Starting a call
The Voice Chat button is the phone icon in the chat header. It appears while the conversation is still empty, or while Instant Chat Mode is on — so the reliable way to place a call is to open a character and call before sending anything.
Open a character and don't type yet
The header shows Voice Chat on a conversation with no messages in it. If you have already sent messages in that thread, start a new chat with the same character.
Confirm the rate
Before the first call Reverie checks that you have enough credits for a minute and shows the current per-minute rate. While the promotion lasts that dialog reads Free Voice Call and the confirm button is Start Free Call. You acknowledge it once; it comes back only if the rate changes.
Let it connect
Reverie asks for the microphone, then the character greets you. The spoken greeting plays only on a brand-new conversation — pick up an existing one and the call opens straight into listening.
How a turn works
You speak; Reverie waits for a pause, transcribes what you said, sends it as a normal chat message, and plays the reply in the character's voice. The pause it waits for is short and depends on the speech engine in use:
| Situation | Wait before your turn is sent |
|---|---|
| Web Speech engine (desktop) | 800 ms |
| Whisper engine (mobile, and as fallback) | 300 ms |
| Sentence-final punctuation, Web Speech | 250 ms |
| Sentence-final punctuation, Whisper | 150 ms |
Just after the character stops speaking there is a short echo guard — 400 ms, or 150 ms if you interrupted — during which the microphone ignores what it hears, so the tail of the character's own audio isn't transcribed as you.
Interrupting
Tap the character's avatar while they are speaking. That stops the audio and hands the turn back to you.
Talking over the character does nothing. Voice barge-in is deliberately switched off: browser echo cancellation is not reliable enough to tell your voice apart from the character's own output, so the microphone stays gated while audio is playing. The avatar is the interrupt target — in a group call, the featured speaker's avatar.
If you go quiet
Silence does not hold the line open indefinitely.
| Silence so far | What happens |
|---|---|
| 8 seconds | The character sends a first follow-up |
| 10 more seconds | A second follow-up |
| 12 more seconds | A third, phrased as a goodbye |
| After that | The call hangs up by itself |
The counter resets the moment you start speaking again, so an ordinary pause mid-conversation costs you nothing.
Three follow-ups and the call ends. There is no warning beyond the goodbye line, and once the call drops the phone button is gone from a conversation that now has messages. If you need a real break, Mute — the idle timer is suspended while you are muted.
There is no maximum call length on the other side of that: a call you keep talking through can run as long as you like.
Controls during a call
- Mute / Unmute — stop sending your microphone.
- Voice settings — open the voice picker and change the voice mid-call; in a group call it opens the per-member list. See Reading messages aloud.
- End call — hang up.
If the character has stickers, one may pop up over the speaking avatar as a reaction while they talk. See Stickers.
Group calls
Calling a group chat works the same way. Every member gets its own voice — you set them one per character under Chat Settings → Voice & Input → Voice, where a group chat shows one row per member instead of a single picker. Whoever is speaking is shown large; the rest sit below as tiles.
What a call costs
Calls are billed per elapsed minute, server-side: the call reports in when it starts and every 60 seconds after that, and each report bills one minute. A 50-second idempotency window stops a retry or a double-fired report charging twice.
| What | Rate |
|---|---|
| Call time | 0 credits per minute — free during the current promotion |
| The character's voice | Billed as text-to-speech at the engine's rate |
| Speech recognition | Free |
The voice is the real cost, not the minutes. Call time is free right now, but every line the character speaks is synthesised and billed at whatever the selected engine charges — on the premium engine that is 25 credits per character of text. Put the character on a free voice before a long call. Engines and rates
Speech recognition and privacy
Reverie uses the browser's own speech recognition on desktop and Whisper on mobile, switching to Whisper at runtime if the browser engine keeps failing. Whisper runs with a per-language prompt; 17 languages have tuned prompts, and the character's name and last reply are fed in so names and petnames come back spelled correctly.
Call audio is transcribed in a single stateless request and is not stored. Voice samples you upload to the Voice Studio are different — those are kept until you delete the voice.
Related
- Reading messages aloud — the engines, voices and per-character rates
- Voice Studio — clone or design the voice a character uses
- Group chats — how multi-character conversations work
- Credits — what your balance is spent on