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Vivox Core SDK

Vivox Core SDK

Vivox
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Vivox Core SDK
  • Overview
  • Before you begin
  • Get started
  • Release notes
  • Developer Guide
    • Client SDK basics
      • Initialize the Vivox SDK
      • Handle messages
        • Message callback
        • Message polling
      • Message types
      • Character encoding
      • Requests and responses
      • Create the connector object
      • Sign in to a game
      • Sign out of a game
      • Uninitialize the Vivox SDK
    • Channels
    • Presence management
    • Messaging
    • Manage audio
    • Couch co-op
    • Android app development
    • iOS app development
    • macOS app development
    • Windows app development
    • Real-time recording
    • Speech-to-text audio transcription
    • Text-to-speech
    • Troubleshooting
  • Reference
  • Privacy overview
  1. Vivox Core SDK documentation

Message polling

Understand how to handle messages with message polling.
Read time 1 minute
Last updated 8 months ago

After you initialize the Vivox SDK, but before you sign in a user, the game must begin polling for messages. Typically, the game either polls directly in the game render loop or polls based on a timer mechanism. The recommended polling frequency is 10 times per second, where at each poll interval,
vx_get_message()
is called until there are no more messages to process.
The following code displays an example of how to poll for Vivox messages:
#include "Vxc.h"#include "VxcErrors.h". . .// this is your timer handler or your render loopvx_message_base_t *m;for(;;){ int status = vx_get_message(&m); if(status == VX_GET_MESSAGE_AVAILABLE) { MyGamesMessageHandler(m); // Sample implementation below vx_destroy_message(m); // destroy the message } else if(status == VX_GET_MESSAGE_FAILURE) { // handle errors here. The only error that you might see here // is because vx_initialize3() has not been called. } else if(status == VX_GET_MESSAGE_NO_MESSAGE) { break; }}

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