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Vivox Unreal SDK

Vivox Unreal SDK

Mute other users

Learn how to let players mute other users.
Read time 1 minuteLast updated 2 days ago

Vivox Unreal provides the following functions to mute another user:
  • IParticipantProperties::BeginSetLocalMute(bool setMuted, FOnBeginSetLocalMuteCompletedDelegate theDelegate = FOnBeginSetLocalMuteCompletedDelegate())
  • IParticipantProperties::BeginSetIsMutedForAll(bool setMuted, const FString& accessToken, FOnBeginSetIsMutedForAllCompletedDelegate theDelegate = FOnBeginSetIsMutedForAllCompletedDelegate())
Use
BeginSetLocalMute
to mute or unmute a participant for the currently connected user.
void MuteParticipantForMe(IParticipant &participantToMute){ IParticipant::FOnBeginSetLocalMuteCompletedDelegate BeginSetLocalMuteCompletedCallback; bool IsMuted = false; BeginSetLocalMuteCompletedCallback.BindLambda([this, &IsMuted](VivoxCoreError Status) { if(VxErrorSuccess == Status) { IsMuted = true; // This bool is only illustrative. The participant is now muted. } }); participantToMute.BeginSetLocalMute(true, BeginSetLocalMuteCompletedCallback);}
Use
BeginSetIsMutedForAll
to send a request to the Vivox server to mute the participant for all participants in the channel. This requires an access token that you can produce with
IParticipantProperties::GetMuteForAllToken()
.For more information, refer to the Access Token Developer Guide.
void MuteParticipantForAll(IParticipant &participantToMute){ IParticipant::FOnBeginSetIsMutedForAllCompletedDelegate BeginSetIsMutedForAllCompletedCallback; bool IsMutedForAll = false; BeginSetIsMutedForAllCompletedCallback.BindLambda([this, &IsMutedForAll](VivoxCoreError Status) { if(VxErrorSuccess == Status) { IsMutedForAll = true; // This bool is only illustrative. The participant is now muted. } }); participantToMute.BeginSetIsMutedForAll(true, participantToMute.GetMuteForAllToken(kDefaultKey, kDefaultExpiration), BeginSetIsMutedForAllCompletedCallback);}