Callback usage
Review information on each callback and it's usage.
Read time 2 minutesLast updated 20 hours ago
pf_on_audio_unit_after_capture_audio_read
This callback is the most appropriate approach to inject audio to replace the captured audio.
pf_on_audio_unit_after_capture_audio_readpf_on_audio_unit_after_capture_audio_readpcm_frames- 16-bit signed integer
- : The number of frames
pcm_frame_count - : The number of channels per frame
channels_per_frame - : The sample rate
audio_frame_rate
pcm_frame_countpf_on_audio_unit_before_capture_audio_sent
This callback is the most appropriate way for recording applications that are designed to capture a player’s speech.
pf_on_audio_unit_before_capture_audio_sentpf_on_audio_unit_before_capture_audio_sentis_speakingpf_on_audio_unit_before_recv_audio_mixed
This callback is the most appropriate for adding Digital Signal Processing (DSP) effects to individual participants on the render side.
This callback is called after receiving the audio from the Vivox server, and prior to mixing the audio down to a single stream. Use this callback to gain access to the per-participant audio data.
If the audio frames are zeroed out in this callback, no events for remote participants in the session are generated because a zeroed-out frame plays silence for that participant.
pf_on_audio_unit_before_recv_audio_mixedpf_on_audio_unit_before_recv_audio_rendered
This callback is called to record applications that are designed to capture what a player hears. It is also suitable for applying effects to all voice audio, for example, when the listener is underwater or dazed.
pf_on_audio_unit_before_recv_audio_renderedpf_on_audio_unit_before_recv_audio_renderedvx_req_aux_set_render_device