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Vivox Unreal SDK

Vivox Unreal SDK

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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.
読み終わるまでの所要時間 1 分
最終更新 8ヶ月前

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.
    注
    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);/* . . . */
注
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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