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RoomChannel⚓︎

This object represents a single speech channel to a room opened with the PlayerChannels API. Other players will only receive the voice if they have joined the room.

Dispose()⚓︎

Closes this channel.

SubscriptionId : ushort⚓︎

Get the unique ID of this channel. This is only unique among the set of open channels - once this channel is closed the ID may be re-used by another channel.

TargetId : string⚓︎

Get the name of the room this channel is sending voice to.

IsOpen : bool⚓︎

Get a value indicating if this channel is currently open. Once a channel is closed you should release the channel struct - it is useless (re-opening the channel will create a new PlayerChannel struct).

Once IsOpen becomes false then accessing most other properties will immediately throw an exception.

Positional : bool⚓︎

Get or set whether audio sent through this channel should use positional playback.

If there are multiple channels open sending the same voice then playback will only be positional if all channels are set to use positional playback.

Priority : ChannelPriority⚓︎

Get or set the priority of voice sent with this channel.

If priority is set to None then it will fall back to using the priority set on the local DissonanceComms component in the PlayerPriority property.

If there are multiple channels open sending the same voice data then playback will use the highest priority.

Volume : float⚓︎

Get or set the volume to play back the voice sent through this channel. Volume is a direct multiplier on the audio data and should be between 0 and 1.

If there are multiple channels open sending the same voice then playback will use the loudest volume.