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Vivox Unreal SDK

Load the VivoxCore module

How to load the VivoxCore module.
Read time 1 minuteLast updated 2 days ago

In Unreal Engine 4, games are made up of one or more gameplay modules (DLLs) that serve as containers for a collection of related classes. Before the game can perform actions with the Vivox SDK, it must first load the VivoxCore module, which causes a number of shared libraries to be loaded. Because this load process can take up to hundreds of milliseconds (depending on the machine), we recommend that you call this function on application startup. The following example displays the required code for loading the module that contains the Vivox Unreal SDK:
// Typically included in header for type definitions in member variables#include "VivoxCore.h"/* . . . */// FVivoxCoreModule *MyVoiceModule in header.MyVoiceModule = static_cast<FVivoxCoreModule *>(&FModuleManager::Get().LoadModuleChecked(TEXT("VivoxCore")));// The VivoxCore Module is now loaded./* . . . */
The VivoxCore module needs to be loaded only once after application start up. Maintain a handle to the loaded module object for later use. We recommend that you perform this step in a custom UGameInstance class, because these classes typically match the lifetime of the application. For example, in your UGameInstance header, define a private member variable FVivoxCoreModule *MyVoiceModule;, and then to load the VivoxCore module, call this code snippet in the UGameInstance cpp in either the constructor or an overridden Init() method.

Load the VivoxCore module • Vivox Unreal SDK • Unity Docs