Related article: Vivox: How to control transmission of voice chat when connected to multiple channels
Scenario
This article specifies the maximum concurrent number of channels a player can be connected to, as well as restrictions on certain combinations of channel types which can be joined to at once.
Resolution
The maximum number of concurrent channels which can be joined at once varies by channel type and by SDK library used (Vivox Unity, Vivox Unreal, or Vivox Core):
- Echo Channels: maximum 1 channel of this type, and should not be joined to other channel types.
- Positional Channels: maximum 1 channel of this type joined at once. Should be joined first when connecting alongside other channel types.
- Non-Positional/Group Channels: maximum 10 channels of this type joined at once. When joined alongside up to 1 Positional channel, that Positional channel counts towards the max of 10.
In other words, each local player can join up to 10 non-positional channels—or up to 1 positional channel and 9 non-positional channels—simultaneously, but a player connecting to an echo channel should not join (or already be connected to) any other channels.
Important: In Vivox Unity and Vivox Unreal, the above limits are per each local player, exactly as stated. When using the Vivox Core SDK library, the restrictions are instead per session group, so a local player connected to more than one session group can join up to these channel limits per each session group. This can allow the player to hear and be heard in multiple positional channels at once, for instance, or join more than 10 channels total.
Additional Note: Whether a channel session is connected to audio only, text only, or for both text and audio, the connection still counts as a single channel. In other words, having both audio and text capability within a channel does not double count it.