IBaseSpatialAudioEngine
This class contains some of the APIs in the ILocalSpatialAudioEngine class.
The ILocalSpatialAudioEngine class inherits from IBaseSpatialAudioEngine.
muteAllRemoteAudioStreams
Stops or resumes subscribing to the audio streams of all remote users.
virtual int muteAllRemoteAudioStreams(bool mute) = 0;
Details
After successfully calling this method, the local user stops or resumes subscribing to the audio streams of all remote users, including all subsequent users.
- Call this method after the joinChannel [1/2] or joinChannel [2/2] method.
- When using the spatial audio effect, if you need to set whether to stop subscribing to the audio streams of all remote users, Agora recommends calling this method instead of the muteAllRemoteAudioStreams method in IRtcEngine.
- After calling this method, you need to call updateSelfPosition and updateRemotePosition to update the spatial location of the local user and the remote user; otherwise, the settings in this method do not take effect.
Parameters
- mute
-
Whether to stop subscribing to the audio streams of all remote users:
true
: Stop subscribing to the audio streams of all remote users.false
: Subscribe to the audio streams of all remote users.
Returns
- 0: Success.
- < 0: Failure.
muteLocalAudioStream
Stops or resumes publishing the local audio stream.
virtual int muteLocalAudioStream(bool mute) = 0;
Details
- This method does not affect any ongoing audio recording, because it does not disable the audio capture device.
- Call this method after the joinChannel [1/2] or joinChannel [2/2] method.
- When using the spatial audio effect, if you need to set whether to stop subscribing to the audio stream of a specified user, Agora recommends calling this method instead of the muteLocalAudioStream method in IRtcEngine.
- A successful call of this method triggers the onUserMuteAudio and onRemoteAudioStateChanged callbacks on the remote client.
Parameters
- mute
-
Whether to stop publishing the local audio stream:
true
: Stop publishing the local audio stream.false
: Publish the local audio stream.
Returns
- 0: Success.
- < 0: Failure.
release
Destroys IBaseSpatialAudioEngine.
virtual void release() = 0;
Details
This method releases all resources under IBaseSpatialAudioEngine. When the user does not need to use the spatial audio effect, you can call this method to release resources for other operations.
muteRemoteAudioStream
Stops or resumes subscribing to the audio stream of a specified user.
virtual int muteRemoteAudioStream(uid_t uid, bool mute) = 0;
Details
- Call this method after the joinChannel [1/2] or joinChannel [2/2] method.
- When using the spatial audio effect, if you need to set whether to stop subscribing to the audio stream of a specified user, Agora recommends calling this method instead of the muteRemoteAudioStream method in IRtcEngine.
Parameters
- uid
- The user ID. This parameter must be the same as the user ID passed in when the user joined the channel.
- mute
-
Whether to subscribe to the specified remote user's audio stream.
true
: Stop subscribing to the audio stream of the specified user.false
: (Default) Subscribe to the audio stream of the specified user. The SDK decides whether to subscribe according to the distance between the local user and the remote user.
Returns
- 0: Success.
- < 0: Failure.
setAudioRecvRange
Sets the audio reception range of the local user.
virtual int setAudioRecvRange(float range) = 0;
Details
After the setting is successful, the local user can only hear the remote users within the setting range or belonging to the same team. You can call this method at any time to update the audio reception range.
Parameters
- range
- The maximum audio reception range. The unit is meters. The value of this parameter must be greater than 0, and the default value is 20.
Returns
- 0: Success.
- < 0: Failure.
setDistanceUnit
Sets the length (in meters) of the game engine distance per unit.
virtual int setDistanceUnit(float unit) = 0;
Details
In a game engine, the unit of distance is customized, while in the Agora spatial audio algorithm, distance is measured in meters. By default, the SDK converts the game engine distance per unit to one meter. You can call this method to convert the game engine distance per unit to a specified number of meters.
Parameters
- unit
- The number of meters that the game engine distance per unit is equal to. The value of this parameter must be greater than 0.00, and the default value is 1.00. For example, setting unit as 2.00 means the game engine distance per unit equals 2 meters.
The larger the value is, the faster the sound heard by the local user attenuates when the remote user moves far away from the local user.
Returns
- 0: Success.
- < 0: Failure.
setMaxAudioRecvCount
Sets the maximum number of streams that a user can receive in a specified audio reception range.
virtual int setMaxAudioRecvCount(int maxCount) = 0;
Details
If the number of receivable streams exceeds the set value, the local user receives the maxCount streams that are closest to the local user.
Parameters
- maxCount
- The maximum number of streams that a user can receive within a specified audio reception range. The value of this parameter should be ≤ 16, and the default value is 10.
Returns
- 0: Success.
- < 0: Failure.
setPlayerAttenuation
Sets the sound attenuation properties of the media player.
virtual int setPlayerAttenuation(int playerId, double attenuation, bool forceSet) = 0;
Details
Parameters
- playerId
- The ID of the media player. You can get the Device ID by calling getMediaPlayerId.
- attenuation
- The sound attenuation coefficient of the remote user or media player. The value range is [0,1]. The values are as follows:
- 0: Broadcast mode, where the volume and timbre are not attenuated with distance, and the volume and timbre heard by local users do not change regardless of distance.
- (0,0.5): Weak attenuation mode, that is, the volume and timbre are only weakly attenuated during the propagation process, and the sound can travel farther than the real environment.
- 0.5: (Default) simulates the attenuation of the volume in the real environment; the effect is equivalent to not setting the speaker_attenuation parameter.
- (0.5,1]: Strong attenuation mode, that is, the volume and timbre attenuate rapidly during the propagation process.
- forceSet
- Whether to force the sound attenuation effect of the media player:
true
: Force attenuation to set the attenuation of the media player. At this time, the attenuation coefficient of the sound insulation are set in the audioAttenuation in the SpatialAudioZone does not take effect for the media player.false
: Do not force attenuation to set the sound attenuation effect of the media player, as shown in the following two cases.- If the sound source and listener are inside and outside the sound isolation area, the sound attenuation effect is determined by the audioAttenuation in SpatialAudioZone.
- If the sound source and the listener are in the same sound insulation area or outside the same sound insulation area, the sound attenuation effect is determined by attenuation in this method.
Returns
- 0: Success.
- < 0: Failure.
setRemoteAudioAttenuation
Sets the sound attenuation effect for the specified user.
virtual int setRemoteAudioAttenuation(uid_t uid, double attenuation, bool forceSet) = 0;
Details
Parameters
- uid
- The user ID. This parameter must be the same as the user ID passed in when the user joined the channel.
- attenuation
- For the user's sound attenuation coefficient, the value range is [0,1]. The values are as follows:
- 0: Broadcast mode, where the volume and timbre are not attenuated with distance, and the volume and timbre heard by local users do not change regardless of distance.
- (0,0.5): Weak attenuation mode, that is, the volume and timbre are only weakly attenuated during the propagation process, and the sound can travel farther than the real environment.
- 0.5: (Default) simulates the attenuation of the volume in the real environment; the effect is equivalent to not setting the speaker_attenuation parameter.
- (0.5,1]: Strong attenuation mode, that is, the volume and timbre attenuate rapidly during the propagation process.
- forceSet
- Whether to force the user's sound attenuation effect:
true
: Force attenuation to set the sound attenuation of the user. At this time, the attenuation coefficient of the sound insulation area set in the audioAttenuation of the SpatialAudioZone does not take effect for the user.false
: Do not force attenuation to set the user's sound attenuation effect, as shown in the following two cases.- If the sound source and listener are inside and outside the sound isolation area, the sound attenuation effect is determined by the audioAttenuation in SpatialAudioZone.
- If the sound source and the listener are in the same sound insulation area or outside the same sound insulation area, the sound attenuation effect is determined by attenuation in this method.
Returns
- 0: Success.
- < 0: Failure.
setZones
Sets the sound insulation area.
virtual int setZones(const SpatialAudioZone *zones, unsigned int zoneCount) = 0;
Details
In virtual interactive scenarios, you can use this method to set the sound insulation area and sound attenuation coefficient. When the sound source (which can be the user or the media player) and the listener belong to the inside and outside of the sound insulation area, they can experience the attenuation effect of sound similar to the real environment when it encounters a building partition.
- When the sound source and the listener belong to the inside and outside of the sound insulation area, the sound attenuation effect is determined by the sound attenuation coefficient in SpatialAudioZone.
- If the user or media player is in the same sound insulation area, it is not affected by SpatialAudioZone, and the sound attenuation effect is determined by the attenuation parameter in setPlayerAttenuation or setRemoteAudioAttenuation. If you do not call setPlayerAttenuation or setRemoteAudioAttenuation, the default sound attenuation coefficient of the SDK is 0.5, which simulates the attenuation of the sound in the real environment.
- If the sound source and the receiver belong to two sound insulation areas, the receiver cannot hear the sound source.
Parameters
- zones
- Sound insulation area settings. See SpatialAudioZone. When you set this parameter to
NULL
, it means clearing all sound insulation zones.Attention: On the Windows platform, it is necessary to ensure that the number of members in the zones array is equal to the value of zoneCount; otherwise, it may cause a crash. - zoneCount
- The number of sound insulation areas.
Returns
- 0: Success.
- < 0: Failure.
updatePlayerPositionInfo
Updates the spatial position of the media player.
virtual int updatePlayerPositionInfo(int playerId, const RemoteVoicePositionInfo& positionInfo) = 0;
After a successful update, the local user can hear the change in the spatial position of the media player.
Call timing
This method can be called either before or after joining the channel.
Restrictions
None.
Parameters
- playerId
- The ID of the media player. You can get the Device ID by calling getMediaPlayerId.
- positionInfo
- The spatial position of the media player. See RemoteVoicePositionInfo.
Returns
- 0: Success.
- < 0: Failure.
updateSelfPosition
Updates the spatial position of the local user.
virtual int updateSelfPosition(float position[3], float axisForward[3], float axisRight[3], float axisUp[3]) = 0;
Details
- Under the ILocalSpatialAudioEngine class, this method needs to be used with updateRemotePosition. The SDK calculates the relative position between the local and remote users according to this method and the parameter settings in updateRemotePosition, and then calculates the user's spatial audio effect parameters.
Parameters
- position
- The coordinates in the world coordinate system. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
- axisForward
- The unit vector of the x axis in the coordinate system. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
- axisRight
- The unit vector of the y axis in the coordinate system. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
- axisUp
- The unit vector of the z axis in the coordinate system. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
Returns
- 0: Success.
- < 0: Failure.