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View Code? Open in Web Editor NEWDolby.io Communications APIs SDK for .NET and Unity support
Home Page: https://dolbyio.github.io/comms-sdk-dotnet/index.html
License: MIT License
Dolby.io Communications APIs SDK for .NET and Unity support
Home Page: https://dolbyio.github.io/comms-sdk-dotnet/index.html
License: MIT License
{
"name": "dolbyio.comms.sdk",
"version": "1.0.0",
"unity": "2021.1",
"displayName": "DolbyIO .NET SDK",
"description": "The DolbyIO .NET SDK",
"documentationUrl": "https://api-references.dolby.io/comms-sdk-dotnet/documentation/index.html",
"licensesUrl": "https://github.com/DolbyIO/comms-sdk-dotnet/blob/main/LICENSE",
"dependencies": {
},
"keywords": [
"audio",
"voice",
"spatial"
],
"author": {
"name": "DolbyIO",
"email": "[email protected]",
"url": "https://github.com/DolbyIO/comms-sdk-dotnet"
}
}
link "https://api-references.dolby.io/comms-sdk-dotnet/documentation/index.html" returns 404. It should be changed to https://api-references.dolby.io/comms-sdk-dotnet/documentation/sdk/started.html instead as the landing page for the SDK documentation. Alternatively https://github.com/DolbyIO/comms-sdk-dotnet will also work.
Unity developers will be confused with the way the readme lays out the purpose of this repo.
The generally expect a stand-alone repo for the Unity Plugin package
What we present here is a mixed repo of both .Net and Unity -- its confusing and the descriptive text to get started is out of context.
Suggestions for improving the clarity.
See Issue: #113
The Unity plugin is built on top of the .NET SDK with visual scripting support.
You can find latest releases of the Unity Plugin here:
https://github.com/DolbyIO/comms-sdk-dotnet/releases
Refer to this article for installing and using the Unity plugin.
[Insert text:]
The following guide presents an example of using the SDK to create a basic .NET audio-only conference application.
In this repo we will proved a starter project example for using the .NET SDK.
You can create by following this procedure provides the foundation upon which you can add additional features as you build out your application.
You can find the complete code for the application in the Summary section. The created application is available in the SimpleApp folder.
In Unity, unlike with the command line, the runtime is generating a null reference exception when a call failed. It may be due to some differences between Mono and Dotnet 6 runtime with P/Invoke. For classes, [Out] with a managed allocation is the way to go instead of out with a double indirection and an unmanaged allocation.
CI/CD workflows are complete and the last step is to sign the various packages and publish them to nuget.
The callback RefreshTokenCallBack should be made async:
public delegate Task<string> RefreshTokenCallBack();
As for nuget packages, add a workflow to package the unity plugin.
On other SDK, ConferenceInfos has been refactored to Conference. Let's follow this renaming.
There are many methods to deliver and install Unity Plugins; Asset store, GitURL, manually, etc. Most plugins also provide both demo code examples and documentation as part of the Plugin Asset; This enables developers access to working examples, release info and documentation within the editor interface. The Unity Package Manager enables updates and selectivity as to what sections the developer might require for their project. Typically this is structured to include all resources in the single package.
Until such time that we release the SDK as an Asset Store plugin; We should streamline the installation process and developer experience by delivering a full featured Unity package that can be installed with a GitHub URL / Repo. A developer should not have to know where to look or find the related demo examples, installation instructions or documentation.
While we understand that the C++ .NET SDK is base foundation for the Unity Plugin, Unity developers require a more direct, standalone experience that is isolated to the experience of developing for Unity, and not the underlying foundational code.
The Unity distribution should be separate from the C++ .Net SDK as previously mentioned.
Using DolbyIOSDK.SetLogLevel does not work even if the C++ call is done.
See C++ SDK 2.2 release notes for reference.
https://docs.dolby.io/communications-apis/changelog/2022-11-10
Finalize the Getting Started Documentation.
Now that we have github pages available, links to reference documentation (docfx) in Readme.md can be updated to their real location.
implement Audio Service and move the required API calls to their respective Local or Remote services.
Implement Nodes for :
Please update the first paragraph to include the following information (link to releases was missing)
The Unity plugin is built on top of the .NET SDK with visual scripting support.
You can find latest releases of the Unity Plugin here:
https://github.com/DolbyIO/comms-sdk-dotnet/releases
Refer to this article for installing and using the Unity plugin.
Right now following the instructions on the readme file I get an error complaining about the binary compatibility.
ld: warning: ignoring file /Users/jfan/Downloads/cppsdk/sdk-release/lib/libdolbyio_comms_sdk.dylib, building for macOS-arm64 but attempting to link with file built for macOS-x86_64
ld: warning: ignoring file /Users/jfan/Downloads/cppsdk/sdk-release/lib/libdolbyio_comms_media.dylib, building for macOS-arm64 but attempting to link with file built for macOS-x86_64
Undefined symbols for architecture arm64:
... ... ...
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [bin/libDolbyIO.Comms.Native.dylib] Error 1
make[1]: *** [src/DolbyIO.Comms.Native/CMakeFiles/DolbyIO.Comms.Native.dir/all] Error 2
make: *** [all] Error 2
I think we should:
Add an artifact for the Command Line Sample
For now, it seems that the release of the plugin on the unity asset store will be delayed for an unknown amount of time. To propose a more straightforward way of installing the plugin than downloading from the release page, we need to study the possibility to use Github Packages to distribute it.
Colors seems a bit washed.
Add a position and direction source GameObject to the DolbyIOManager so that we reduce the amount of scripting (C# or VS) time.
Release note for what C++ SDK 2.1 brings.
https://github.com/DolbyIO/comms-sdk-cpp/releases/tag/2.1.0
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