Different application scenarios require different audio types. For more information, please see Sound Quality Selection.
The first user entering the room determines the room's audio type, which will be applied to subsequent users entering the room. To change the room audio type, please call the
A mobile phone's volume can divide into media volume and call volume. If the mic is not enabled during room entry, the media volume will be used by default. In this case, when the media volume level is low, even if the call volume is high, the actual volume level will be low. You need to ensure that the media volume level is appropriate. Similarly, if the volume level becomes low after the mic is enabled, you need to adjust the mobile phone's call volume.
Please check whether the mute switch on the side of iPhone is on.
<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" /> permission to GME.
The speaker is enabled by default in GME.
Voice chat does not support the receiver.
You should configure the client so that mic cannot be enabled by other members.
GetMicListCount can be used to get the number of mics, so you can use this API for checking.
No, the voice chat API
ITMGAudioCtrl ITMGAudioEffectCtrl can be called only after room entry.
EnterRoomfunction is successfully invoked, during which other applications cannot use the mic.
EnableMic(false)does not release the mic.
PauseAudiois called, the entire engine will be paused, and
ResumeAudiocan be called to resume the engine service.
EnableMicfunction is invoked?
getMicCount API can be used to see whether the mic is available.
GetMicLevel API collects the volume level once every 20 milliseconds. Therefore, you can get the volume level as frequently as once every 20 milliseconds at most.
The SDK supports the .m4a, .wav, and .mp3 formats.
The simulator does not support .mp3.
The voice changing effect is real-time, and no files will be generated for transfer.
For more information on how to access range voice, please see Range Voice. After range voice is enabled, there is no distance attenuation for team voice, but the global voice will attenuate as the distance increases. For the attenuation coefficients, please see the documentation.
The playback client needs to support dual-channel.
For more information on how to access voice chat's 3D sound effect, please see 3D Sound.