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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
    • Messaging
    • Audio management
    • Muting
    • In-game moderation
    • Android app development
    • iOS app development
    • Server-side recording
    • Speech-to-text audio transcription
      • Audio transcription conditions
      • Audio transcription delivery
      • Enable speech-to-text transcription
      • Disable speech-to-text transcription
      • Audio transcription language support
      • Audio transcription error codes
    • Text-to-speech
    • Real-time recording
    • Transmission
    • Troubleshooting
  • Tutorials
  • Reference
  1. Vivox Unreal SDK documentation
  2. Speech-to-text audio transcription

Audio transcription delivery

Learn how audio transcription is delivered to clients.
Read time 1 minute
Last updated 8 months ago

Note
Speech-to-text audio transcription is in limited early release and must be enabled by Vivox. For pricing information and to enable this service for your organization, contact your sales representative.
The Vivox SDK reports transcribed messages in IChannelSession::EventTranscribedMessageReceived events. Note that this event is different from EventTextMessageReceived, which is used for in-channel messages that are exchanged by participants.
Transcribed messages that are not stored in a text channel are only visible to users who have speech-to-text transcription enabled. Channel sessions that are only connected to text do not receive transcription events because there is no speech to transcribe. If audio capability is added to a channel with IChannelSession::BeginSetAudioConnected(), then transcription, if previously enabled, starts automatically.
If your organization does not have speech-to-text transcription enabled, then
IChannelSession::EventTranscribedMessageReceived
events do not occur.

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