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This repository was archived by the owner on Sep 9, 2024. It is now read-only.
Copy file name to clipboardExpand all lines: README.md
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With the Dolby.io Virtual Worlds plugin for Unreal Engine, you can easily integrate [Dolby.io](https://dolby.io) Spatial Audio, powered by Dolby Atmos technology into your virtual world applications.
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You can find the plugin documentation here: [Online documentation](https://api-references.dolby.io/comms-sdk-unreal/)
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## Supported platforms
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The plugin is compatible with the following operating systems:
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- Windows 10 or later
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- macOS 10.14 or later if you use UE4
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- macOS 12.5 or later if you use UE5
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- Ubuntu 20.04 or later
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## Prerequisites
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Before you start, make sure that you have:
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- Unreal Engine 4.27 or later installed on your computer. For more details, see the [Unreal Engine download](https://www.unrealengine.com/en-US/download) page and the [4.27](https://docs.unrealengine.com/4.27/en-US/Basics/InstallingUnrealEngine/) or [5.2](https://docs.unrealengine.com/5.2/en-US/installing-unreal-engine/) installation manuals.
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- A [Dolby.io](https://dolby.io) account. If you do not have an account, [sign up](https://dolby.io/signup) for free.
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- A client access token or an app key and an app secret copied from the Communications & Media [Dolby.io Dashboard](https://dashboard.dolby.io/).
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## Installation
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1. Make sure that your project contains a `Plugins` folder in the root of your game folder. If you do not have this folder, create it.
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2. Download the latest plugin [release](https://github.com/DolbyIO/comms-sdk-unreal/releases) for your platform and unpack the plugin to the `Plugins` folder.
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3. Launch your project using the Unreal Editor and select `Edit > Plugins` from the menu to enable the plugin manually. This step requires restarting the editor.
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You can find the plugin documentation [here](https://api-references.dolby.io/comms-sdk-unreal/).
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Triggered automatically when a remote participant is added to the conference.
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This event is triggered for all participants who were present in the conference at any time, including participants who joined and left and are no longer in the conference. The status of the participant provided by this event should be taken into account when handling this event. For more information, refer to the [graph of possible status changes](../../static/img/participant-status-changes.png).
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Users who are only interested in tracking whether a participant is currently connected to the conference are encouraged to use [On Remote Participant Connected](#on-remote-participant-connected) and [On Remote Participant Disconnected](#on-remote-participant-disconnected) for simplicity.
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