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Merge pull request #43 from DolbyIO/develop
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Merge doc fixes into main
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Kuba Audykowicz authored Jan 24, 2023
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12 changes: 6 additions & 6 deletions README.md
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## Getting started
1. Download the latest plugin [release](https://github.com/DolbyIO/comms-sdk-unreal/releases).
2. Copy the plugin to {YourGameRoot}/Plugins. Create Plugins folder if it does not exist.
2. Copy the plugin to {YourGameRoot}/Plugins. Create a Plugins folder if it does not exist.
3. Launch your project.
4. If the plugin is not enabled automatically, enable it manually in the Edit->Plugins window and restart Unreal Editor.
5. You need to handle two events generated by the plugin's Dolby.io Subsystem: [On Token Needed](#on-token-needed) and [On Initialized](#on-initialized). There are more [events](#events), but to get started, you only need to handle these two. You have two basic ways to do this.
- from any Blueprint:
5. You need to handle two events generated by the plugin's Dolby.io Subsystem: [On Token Needed](#on-token-needed) and [On Initialized](#on-initialized). There are more [events](#events), but to get started, you only need to handle these two. You have two basic ways to do this:
- From any Blueprint:
Right-click in the Blueprint and add a Dolby.io Subsystem node (Get DolbyIOSubsystem). Drag off the subsystem and type "assign". You will then need to assign delegates for [On Token Needed](#on-token-needed) and [On Initialized](#on-initialized):
![example](Images/assign_delegate.PNG)
- from Blueprints which can contain an Actor Component:
Open the Blueprint, click Add Component, select Dolby.io Observer. When you select the DolbyIOObserver component, a convenient list of implementable events appears in the Details panel - simply click the plus sign next to [On Token Needed](#on-token-needed) and [On Initialized](#on-initialized) and implement the event handlers in the Blueprint:
- From Blueprints which can contain an Actor Component:
Open the Blueprint, click Add Component, and select Dolby.io Observer. When you select the DolbyIOObserver component, a convenient list of implementable events appears in the Details panel. Click the plus sign next to [On Token Needed](#on-token-needed) and [On Initialized](#on-initialized), and implement the event handlers in the Blueprint:
![example](Images/add_component.PNG) ![example](Images/component_events.PNG)
6. Use the Dolby.io Subsystem node (Get DolbyIOSubsystem) to call the plugin [functions](#functions) and handle the [events](#events) it generates.

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## Building from source
1. Download and unzip [this](https://github.com/DolbyIO/comms-sdk-cpp/releases/tag/2.3.0-beta.2) Dolby.io Communications C++ SDK release.
2. Place the unzipped sdk-release (sdk-release-x86 for macOS) folder inside the DolbyIO folder.
3. Place the DolbyIO folder in {YourGameRoot}/Plugins. Create Plugins folder if it does not exist.
3. Place the DolbyIO folder in {YourGameRoot}/Plugins. Create a Plugins folder if it does not exist.
4. Regenerate project files.
5. Close Unreal Editor if open.
6. Build the project in the Development Editor configuration.
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