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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
      • Load the VivoxCore module
      • Initialize the voice client object
      • Sign in to a game
      • Sign out of a game
      • Uninitialize the Vivox SDK
    • 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
    • Text-to-speech
    • Real-time recording
    • Transmission
    • Troubleshooting
  • Tutorials
  • Reference
  1. Vivox Unreal SDK documentation

Sign out of a game

How to sign out a player from Vivox services.
Read time 1 minute
Last updated 8 months ago

When the game no longer wants a user signed in, it sends an ILoginSession::Logout method call to the Vivox SDK. After the user is signed out, there is no network traffic sent to or received by the Vivox SDK.
Note
This is typically called when quitting an application, or in the scenario where the user can sign in to different accounts within an app, when disconnecting from the game server.
To determine if a sign out is user initiated you must listen for the EventStateChanged event with LoginState::LogginOut. The LoggingOut state is always raised on a successful Logout() call before reaching LoginState:LoggedOut. If a user moves directly between the sates of LoggedIn to LoggedOut without the LoggingOut state being raised it means the sign out was not user initiated.
Note
Trying to re-sign in a user too quickly after a sign out can fail if the LoggedOut event has not completed. It's best practice to wait for the LoggedOut event before calling BeginLogin() on a user.
The following code displays an example of the sign out process:
/* . . . */MyLoginSession.Logout();/* . . . */

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