Use this guide to quickly start the live interactive audio streaming with the Agora Voice SDK for Unity.

Prerequisites

  • Unity 2017 or later

  • Operating system and IDE requirements:

    Target Platform Operating system version IDE version
    Android Android 4.1 or later Android Studio 2.0 or later
    iOS iOS 8.0 or later Xcode 8.0 or later
    macOS macOS 10.0 or later Xcode 8.0 or later
    Windows Windows XP SP3 or later Visual Studio 2013 or later
  • A valid Agora account and an App ID

Open the specified ports in Firewall Requirements if your network has a firewall.

Set up the development environment

In this section, we create a Unity project and integrate the SDK into the project.

Create a Unity project

Use the following steps or follow the Unity official manual to build a project from scratch. Skip to Integrate the SDK if you have already created a Unity project.

Create a Unity Project
  1. Ensure that you have downloaded and installed Unity before the following steps. If not, click here to download.

  2. Open Unity and click New.

  3. Fill in and select the options in the following fields, and click Create project.

    • Project name
    • Location
    • Organization
    • Template: Choose 3D

Integrate the SDK

Choose either of the following approaches to integrate the Agora Unity SDK into your project.

Approach 1: Automatically integrate the SDK with Unity Asset Store

  1. Open Asset Store in Unity, search for Agora Voice SDK for Unity and click it.
  2. Click Download to download the SDK.
  3. When the download completes, the button becomes Import. Click Import to show the packages of the downloaded SDK.
  4. All packages of the SDK are chosen by default. Uncheck the packages you do not need and click Import.

Approach 2: Manually add the SDK files

  1. Go to SDK Downloads, download the Agora SDK for Unity under Voice SDK, and unzip the downloaded SDK package.

  2. Create a Plugins folder under the Assets folder in your project.

  3. Copy the following file or subfolder from the libs folder of the downloaded SDK to the corresponding directory of your project.

    Target Platform File or subfolder Directory of your project
    Android /Android/AgoraRtcEngineKit.plugin /Assets/Plugins/Android
    iOS /iOS/AgoraAudioKit.framework /Assets/Plugins/iOS
    macOS /macOS/agoraSdkCWrapper.bundle /Assets/Plugins/macOS
    Windows /x86 /Assets/Plugins/x86
    Windows /x86_64 /Assets/Plugins/x86_64
    • Android or iOS developers using Unity Editor for macOS or Windows must also copy the SDK file for macOS or the subfolder for Windows X86_64 to the specified directory.
    • Android developers also need to copy the AndroidManifest.xml and project.properties from the directory of the sample project (./Assets/Plugins/Android/AgoraRtcEngineKit.plugin) to the directory of the Unity project (./Assets/Plugins/Android). The former is for adding project permissions; the latter is for setting project properties.
    • When integrate the SDK with the version earlier than v3.0.1, iOS developers also need to do the following steps: (You can find the sample code logic in BL_BuildPostProcess.cs, or copy this file to directory of your Unity project)
      • Link the following libraries:
        • CoreTelephony.framework
        • libresolv.tbd
        • libiPhone-lib.a
        • CoreText.framework
        • CoreML.framework
        • Accelerate.framework
      • Ask for the following permissios: NSMicrophoneUsageDescription

Implement a basic live interactive streaming

This section provides instructions on using the Agora Voice SDK for Unity to implement the live interactive streaming, as well as an API call sequence diagram.

1. Create the UI

Create the user interface (UI) for the live interactive audio streaming in your project. If you already have one UI in your project, skip to Get the device permission (Android only) or Initialize IRtcEngine.

We recommend adding the following elements to the UI:

  • A switch role button
  • An exit button

2. Get the device permission (Android only)

If you build for Android, you should add in APIs to check and request the device permission. For all other platforms, this is handled by the engine, and you can skip to Initialize IRtcEngine.

Unity versions later than UNITY_2018_3_OR_NEWER do not automatically request microphone permissions from your Android device. If you are using one of these versions, call the CheckPermission method to request access to the microphone of your Android device.

#if(UNITY_2018_3_OR_NEWER) 
using UnityEngine.Android; 
#endif 
void Start () 
{  
#if(UNITY_2018_3_OR_NEWER) 
permissionList.Add(Permission.Microphone);  
#endif  
} 
private void CheckPermission()
{ 
#if(UNITY_2018_3_OR_NEWER) 
foreach(string permission in permissionList) 
{ 
if (Permission.HasUserAuthorizedPermission(permission)) 
{ 
} 
else 
{  
Permission.RequestUserPermission(permission); 
} 
} 
#endif 
} 
void Update () 
{  
#if(UNITY_2018_3_OR_NEWER) 
// Ask for your Android device's permissions.
CheckPermission(); 
#endif  
}

3. Initialize IRtcEngine

Initialize the IRtcEngine object before calling any other Agora APIs.

Call the GetEngine method and pass in the App ID to initialize the IRtcEngine object.

If you want to exit the app or release the memory of IRtcEngine, call Destroy to destroy the IRtcEngine object. See details in Destroy the IRtcEngine object.

Listen for callback events, such as when the local user joins the channel, and when the first audio frame of a remote user is decoded.

// Pass an App ID to create and initialize an IRtcEngine object.
mRtcEngine = IRtcEngine.GetEngine (appId); 
// Listen for the OnJoinChannelSuccessHandler callback.
// This callback occurs when the local user successfully joins the channel.
mRtcEngine.OnJoinChannelSuccessHandler = OnJoinChannelSuccessHandler; 
// Listen for the OnUserJoinedHandler callback.
// This callback occurs when the first audio frame of a remote user is received and decoded after the remote user successfully joins the channel.
mRtcEngine.OnUserJoinedHandler = OnUserJoinedHandler; 
// Listen for the OnUserOfflineHandler callback.
// This callback occurs when the remote user leaves the channel or drops offline.
mRtcEngine.OnUserOfflineHandler = OnUserOfflineHandler;

4. Set the channnel profile

After initializing the IRtcEngine object, call the SetChannelProfile method to set the channel profile as LIVE_BROADCASTING.

One IRtcEngine object uses one profile only. If you want to switch to another profile, destroy the current IRtcEngine object with the Destroy method and create a new one before calling the SetChannelProfile method.

// Set the channel profile as LIVE_BROADCASTING.
mRtcEngine.SetChannelProfile(CHANNEL_PROFILE.CHANNEL_PROFILE_LIVE_BROADCASTING);

5. Set the client role

An interactive streaming channel has two client roles: BROADCASTER and AUDIENCE, and the default role is AUDIENCE. After setting the channel profile to LIVE_BROADCASTING, your app may use the following steps to set the client role:

  1. Allow the user to set the role as BROADCASTER or AUDIENCE.
  2. Call the SetClientRole method and pass in the client role set by the user.

Note that in an live interactive streaming, only the host can be heard. If you want to switch the client role after joining the channel, call the SetClientRole method.

// Set the client role as the host.
mRtcEngine.SetClientRole(CLIENT_ROLE.BROADCASTER);

6. Join a channel

After setting the client role, you can call JoinChannelByKey to join a channel. Set the following parameters when calling this method::

  • channelKey: The token for identifying the role and privileges of a user. Set it as one of the following values:

    • NULL.
    • A temporary token generated in Agora Console. A temporary token is valid for 24 hours. For details, see Get a temporary token.
    • A token generated at the server. This applies to scenarios with high-security requirements. For details, see Generate a token from Your Server.
    If your project has enabled the app certificate, ensure that you provide a token.
  • ·channelName: The unique name of the channel to join. Users that input the same channel name join the same channel.

  • uid: Integer. The unique ID of the local user. If you set uid as 0, the SDK automatically assigns one user ID and returns it in the OnJoinChannelSuccessHandler callback.

If an interactive streaming channel uses both the RTC Native SDK and the RTC Web SDK, ensure that you call the EnableWebSdkInteroperability method before joining the channel.

// Call this method to enable interoperability between the RTC Native SDK and the RTC Web SDK if the RTC Web SDK is in the channel.
mRtcEngine.EnableWebSdkInteroperability(true);
// Join a channel. 
mRtcEngine.JoinChannelByKey(null, channel, null, 0);

7. Leave the channel

According to your scenario, such as when the live interactive streaming ends and when you need to close the app, call LeaveChannel to leave the current channel.

public void leave()
    {
        Debug.Log ("calling leave");
        if (mRtcEngine == null)
            return;
        // Leave the channel.
        mRtcEngine.LeaveChannel();
    }

8. Destroy the IRtcEngine object

After leaving the channel, if you want to exit the app or release the memory of IRtcEngine, call Destroy to destroy the IRtcEngine object.

void OnApplicationQuit()
{
    if (mRtcEngine != null)
    {
    // Destroy the IRtcEngine object.
    IRtcEngine.Destroy();
    mRtcEngine = null;
    }
}

Run the project

Run the project in Unity. When you set the role as the host and successfully start the live interactive audio streaming, you can hear the voice of yourself in the app. When you set the role as the audience and successfully join the live interactive audio streaming, you can hear the voice of the host in the app.

Reference

How can I listen for an audience joining or leaving a live interactive streaming channel?