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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
        • Request capture device access
        • Initiate a channel join
      • 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

Initiate a channel join

How to initiate a channel join request in Vivox.
읽는 시간 1분
최근 업데이트: 8달 전

The following code displays an example of how to initiate a channel join:
/* . . . */ChannelId Channel(kDefaultIssuer, "example_channel", kDefaultDomain, ChannelType::NonPositional);IChannelSession &MyChannelSession(MyLoginSession.GetChannelSession(Channel));bool IsAsynchronousConnectCompleted = false;IChannelSession::FOnBeginConnectCompletedDelegate OnBeginConnectCompleted;OnBeginConnectCompleted.BindLambda([this, &IsAsynchronousConnectCompleted, &MyChannelSession](VivoxCoreError Error){ if (VxErrorSuccess == Error) { IsAsynchronousConnectCompleted = true; // This bool is only illustrative. The connect call has completed. }});MyChannelSession.BeginConnect(true, true, true, MyChannelSession.GetConnectToken(kDefaultKey, kDefaultExpiration), OnBeginConnectCompleted);/* . . . */
참고
The IChannelSession::FOnBeginConnectCompletedDelegate callback does not indicate that the user has successfully joined the channel.
The IChannelSession::EventChannelStateChanged event runs when a player has completely joined the channel, has the intended audio and text states connected, and there is a fully formed list of channel participants.
  • If all states that are attempting to connect to the channel have successfully connected, this event runs with an
    IChannelConnectionState
    of
    Connected
    .
  • If all states have been disconnected from the channel, this event runs with an
    IChannelConnectionState
    of
    Disconnected
    .
The following code displays an example of how this event runs:
void UMyGameClass::OnChannelSessionConnectionStateChanged(const IChannelConnectionState &State){ FString ChannelName(State.ChannelSession().Channel().Name()); if (ConnectionState::Connected == State.State()) { UE_LOG(MyLog, Log, TEXT("Channel %s fully connected\n"), *ChannelName); } else if (ConnectionState::Disconnected == State.State()) { UE_LOG(MyLog, Log, TEXT("Channel %s fully disconnected\n"), *ChannelName); }}
This event is generated in response to messages from the Vivox network (for example, when a user is forcibly removed from a channel by the game server).

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