Module: LCKVivox | Version: 0.9.2 | Platforms: All
Overview
LCKVivox provides audio capture integration with Vivox, capturing both incoming voice chat audio and outgoing microphone audio for recording.Supported Channels
| Channel | Supported | Description |
|---|---|---|
Game | Yes | Incoming voice chat audio (received before rendered) |
Microphone | Yes | Outgoing microphone audio (captured before sent) |
VoiceChat | No | Not used - Vivox audio mapped to Game/Microphone |
LCKVivox maps Vivox audio to the standard
Game and Microphone channels for unified audio handling with other sources.Requirements
- VivoxCore plugin for Unreal Engine (with LCK audio callbacks patch)
- Active Vivox account
VivoxCore Patch
LCKVivox requires custom audio callbacks that are not available in the official VivoxCore plugin. You must apply the following modifications to VivoxCore before using LCKVivox.Files to Modify
1. VivoxConfig.h (+21 lines)
1. VivoxConfig.h (+21 lines)
Add after the
media_codec_type enum (around line 29):2. IClient.h (+2 lines)
2. IClient.h (+2 lines)
Add at the end of the
IClient class (before the closing };):3. ClientImpl.h (+14 lines)
3. ClientImpl.h (+14 lines)
Add in the Add in the
private: section:public: section:4. ClientImpl.cpp (+103 lines)
4. ClientImpl.cpp (+103 lines)
Add after In
Cleanup() function:Initialize(), add before vx_initialize3:5. VivoxConfig.cpp (+12 lines)
5. VivoxConfig.cpp (+12 lines)
Add at the end of the file:
The patch adds audio callback hooks that allow LCKVivox to capture audio data at various stages of the Vivox audio pipeline without modifying Vivox’s normal operation.
Dependencies
Automatic Integration
The plugin automatically registers itself with the LCK audio system when the VivoxCore plugin is available. No manual initialization is required.Audio Flow
Channel Mapping
| Vivox Source | LCK Channel | Description |
|---|---|---|
| Incoming voice | Game | Audio from other players in the voice channel |
| Outgoing voice | Microphone | Local player’s microphone audio |
- Voice chat to be recorded alongside game audio
- Microphone to be captured before network transmission
- Unified mixing with other audio sources