using UnityEngine; using Unity.Services.Vivox; using VivoxUnity; namespace LobbyRelaySample.vivox { /// /// Listens for changes to Vivox state for one user in the lobby. /// Instead of going through Relay, this will listen to the Vivox service since it will already transmit state changes for all clients. /// public class VivoxUserHandler : MonoBehaviour { [SerializeField] private UI.LobbyUserVolumeUI m_lobbyUserVolumeUI; private IChannelSession m_channelSession; private string m_id; private string m_vivoxId; private const int k_volumeMin = -50, k_volumeMax = 20; // From the Vivox docs, the valid range is [-50, 50] but anything above 25 risks being painfully loud. public static float NormalizedVolumeDefault { get { return (0f - k_volumeMin) / (k_volumeMax - k_volumeMin); } } public void Start() { m_lobbyUserVolumeUI.DisableVoice(true); } public void SetId(string id) { m_id = id; // Vivox appends additional info to the ID we provide, in order to associate it with a specific channel. We'll construct m_vivoxId to match the ID used by Vivox. // FUTURE: This isn't yet available. When using Auth, the Vivox ID will match this format: // Account account = new Account(id); // m_vivoxId = $"sip:.{account.Issuer}.{m_id}.{environmentId}.@{account.Domain}"; // However, the environment ID from Auth is not exposed anywhere, and Vivox doesn't provide a way to retrieve the ID, either. // Instead, when needed, we'll search for the Vivox ID containing this user's Auth ID, which is a GUID so collisions are extremely unlikely. // In the future, remove FindVivoxId and pass the environment ID here instead. m_vivoxId = null; // SetID might be called after we've received the IChannelSession for remote players, which would mean after OnParticipantAdded. So, duplicate the VivoxID work here. if (m_channelSession != null) { foreach (var participant in m_channelSession.Participants) { if (m_id == participant.Account.DisplayName) { m_vivoxId = participant.Key; m_lobbyUserVolumeUI.IsLocalPlayer = participant.IsSelf; m_lobbyUserVolumeUI.EnableVoice(true); break; } } } } public void OnChannelJoined(IChannelSession channelSession) // Called after a connection is established, which begins once a lobby is joined. { //Check if we are muted or not m_channelSession = channelSession; m_channelSession.Participants.AfterKeyAdded += OnParticipantAdded; m_channelSession.Participants.BeforeKeyRemoved += BeforeParticipantRemoved; m_channelSession.Participants.AfterValueUpdated += OnParticipantValueUpdated; } public void OnChannelLeft() // Called when we leave the lobby. { if (m_channelSession != null) // It's possible we'll attempt to leave a channel that isn't joined, if we leave the lobby while Vivox is connecting. { m_channelSession.Participants.AfterKeyAdded -= OnParticipantAdded; m_channelSession.Participants.BeforeKeyRemoved -= BeforeParticipantRemoved; m_channelSession.Participants.AfterValueUpdated -= OnParticipantValueUpdated; m_channelSession = null; } } /// /// To be called whenever a new Participant is added to the channel, using the events from Vivox's custom dictionary. /// private void OnParticipantAdded(object sender, KeyEventArg keyEventArg) { var source = (VivoxUnity.IReadOnlyDictionary)sender; var participant = source[keyEventArg.Key]; var username = participant.Account.DisplayName; bool isThisUser = username == m_id; if (isThisUser) { m_vivoxId = keyEventArg.Key; // Since we couldn't construct the Vivox ID earlier, retrieve it here. m_lobbyUserVolumeUI.IsLocalPlayer = participant.IsSelf; if(!participant.IsMutedForAll) m_lobbyUserVolumeUI.EnableVoice(false);//Should check if user is muted or not. else m_lobbyUserVolumeUI.DisableVoice(false); } else { if(!participant.LocalMute) m_lobbyUserVolumeUI.EnableVoice(false);//Should check if user is muted or not. else m_lobbyUserVolumeUI.DisableVoice(false); } } private void BeforeParticipantRemoved(object sender, KeyEventArg keyEventArg) { var source = (VivoxUnity.IReadOnlyDictionary)sender; var participant = source[keyEventArg.Key]; var username = participant.Account.DisplayName; bool isThisUser = username == m_id; if (isThisUser) { m_lobbyUserVolumeUI.DisableVoice(true); } } private void OnParticipantValueUpdated(object sender, ValueEventArg valueEventArg) { var source = (VivoxUnity.IReadOnlyDictionary)sender; var participant = source[valueEventArg.Key]; var username = participant.Account.DisplayName; string property = valueEventArg.PropertyName; if (username == m_id) { if (property == "UnavailableCaptureDevice") { if (participant.UnavailableCaptureDevice) { m_lobbyUserVolumeUI.DisableVoice(false); participant.SetIsMuteForAll(m_vivoxId, true, null); // Note: If you add more places where a player might be globally muted, a state machine might be required for accurate logic. } else { m_lobbyUserVolumeUI.EnableVoice(false); participant.SetIsMuteForAll(m_vivoxId, false, null); // Also note: This call is asynchronous, so it's possible to exit the lobby before this completes, resulting in a Vivox error. } } else if (property == "IsMutedForAll") { if (participant.IsMutedForAll) m_lobbyUserVolumeUI.DisableVoice(false); else m_lobbyUserVolumeUI.EnableVoice(false); } } } public void OnVolumeSlide(float volumeNormalized) { if (m_channelSession == null || m_vivoxId == null) // Verify initialization, since SetId and OnChannelJoined are called at different times for local vs. remote clients. return; int vol = (int)Mathf.Clamp(k_volumeMin + (k_volumeMax - k_volumeMin) * volumeNormalized, k_volumeMin, k_volumeMax); // Clamping as a precaution; if UserVolume somehow got above 1, listeners could be harmed. bool isSelf = m_channelSession.Participants[m_vivoxId].IsSelf; if (isSelf) { VivoxService.Instance.Client.AudioInputDevices.VolumeAdjustment = vol; } else { m_channelSession.Participants[m_vivoxId].LocalVolumeAdjustment = vol; } } public void OnMuteToggle(bool isMuted) { if (m_channelSession == null || m_vivoxId == null) return; bool isSelf = m_channelSession.Participants[m_vivoxId].IsSelf; if (isSelf) { VivoxService.Instance.Client.AudioInputDevices.Muted = isMuted; } else { m_channelSession.Participants[m_vivoxId].LocalMute = isMuted; } } } }