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Vivox Unreal SDK

Vivox Unreal SDK

Vivox
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Vivox Unreal SDK
  • Overview
  • Get started
  • Release notes
  • Developer guide
    • Set up your project
    • Unity Authentication Service in Unreal
    • Create voice and text channels
      • Channel management
      • Channel name criteria
      • Channel types
      • Positional channels
      • Channel identifiers for large scale games
      • Participant events
      • Join a channel
      • Leave a channel
      • Channel webhooks
      • Audio injection
      • Automatic connection recovery
    • Messaging
    • Audio management
    • Muting
    • In-game moderation
    • Android app development
    • iOS app development
    • Server-side recording
    • Speech-to-text audio transcription
    • Text-to-speech
    • Real-time recording
    • Transmission
    • Troubleshooting
  • Tutorials
  • Reference
  1. Vivox Unreal SDK documentation
  2. Channels

Leave a channel

How to remove a player from a Vivox channel and disconnect from communication.
Read time 1 minute
Last updated 8 months ago

When the game wants to remove a user from a channel, the game sends an
IChannelSession::Disconnect
message to the Vivox SDK. This object remains in the user’s
ILoginSession.ChannelSessions
list.
Optionally, you can use the
ILoginSession::DeleteChannelSession
method to remove the disconnected channel object from the list; it is safe to do so immediately after disconnecting.
  • If the session is completely disconnected, the object is immediately removed from the list.
  • If the session is still in the process of disconnecting, the object is removed when the disconnection process is complete.
    Note
    Disconnection is not an immediate operation and can take several seconds to complete.
The following code displays an example of how to perform this operation:
/* . . . */// ChannelIdToLeave is the ChannelId of the channel that is being disconnected fromMyLoginSession.GetChannelSession(ChannelIdToLeave).Disconnect();// Optionally remove disconnected channel session from list of user’s channel sessionsMyLoginSession.DeleteChannelSession(ChannelIdToLeave);/* . . . */
Note
During a channel disconnection, the IChannelSession::EventChannelStateChanged event runs when all intended changes to the audio or text state are complete. For more information, see the Initiating a channel join section in Join a channel.

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