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New Participant
March 13, 2019

Can Someone Help Me With VOIP Setup in 4.19

I am confused about where and how I am supposed to use the voip methods to register a player as a remote talker in a session. I am assuming that When a player logs in, I should get that players ID and register them as a remote talker on the server. Is that correct? When try something like that, the player that hosts the session is able to register, but the player that joins is not. I also tried calling a RPC on the owning client to register their talker there but that didn't work either. I'm just super confused about where I am supposed to register a player once they have joined a session. Can someone point me in the right direction? I have been working on this for over a week and I can't really find any good documentation on the subject or any good examples. How do I register a player that connects to a session as a remote talker?
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6 replies

Inspiring
March 13, 2019
Hi @garretthogan  I put that code:

    auto OculusVoiceInterface = Online::GetVoiceInterface();
    auto OculusIdentityInterface = Online::GetIdentityInterface();
    auto UserId = OculusIdentityInterface->GetUniquePlayerId(0);

inside the OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type JoinResult)
{
}

This is from OSSSessionWidget.cpp which is coming with the Unreal example of the Oculus Platform SDK.



New Participant
March 13, 2019
Hey @Neontop, thanks for the reply!! I am able to get the player's unique ID, I am just wondering where exactly I am supposed to register them as a remote talker. When I try to do it on the server it doesn't work. Do I register each player as a talker on their own respective clients? I feel like I have tried that and it also didn't work.
Inspiring
March 13, 2019
Hi @garretthogan as I mentioned I'm using the example coming with the Platform SDK. I put the code inside the OSSSessionWidget so each time a player in joining the VOIP is activated.

New Participant
March 13, 2019
@Neontop Thanks so much!
Ok I see, that makes it much more clear. Just wondering, if I don't have the OSSSessionWidget class because I am not using that example, I should still be able to just hook into that OnJoinSessionComplete method from my GameMode class in C++ right? Also, does this go through the loop and re-register all players each time a new one joins? Is that necessary?
Inspiring
March 14, 2019
@garretthogan this is the solution  I found, before I had the same problem as you.
Now I tried that with only 2 players...
Inspiring
March 17, 2019
Hi @garretthogan , in case you find a solution for more than 2 players, I will be glad to have some tips..