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virtual void | setEnabled (bool enable)=0 |
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virtual bool | isEnabled () const =0 |
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virtual LOCAL_AUDIO_STREAM_STATE | getState ()=0 |
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virtual LocalAudioTrackStats | GetStats ()=0 |
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virtual int | adjustPublishVolume (int volume)=0 |
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virtual int | getPublishVolume (int *volume)=0 |
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virtual int | enableLocalPlayback (bool enable, bool sync=false)=0 |
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virtual int | enableEarMonitor (bool enable, int includeAudioFilters)=0 |
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virtual int | registerTrackObserver (ILocalAudioTrackObserver *observer)=0 |
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virtual int | unregisterTrackObserver (ILocalAudioTrackObserver *observer)=0 |
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virtual int | adjustPlayoutVolume (int volume)=0 |
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virtual int | getPlayoutVolume (int *volume)=0 |
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virtual bool | addAudioFilter (agora_refptr< IAudioFilter > filter, AudioFilterPosition position)=0 |
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virtual bool | removeAudioFilter (agora_refptr< IAudioFilter > filter, AudioFilterPosition position)=0 |
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virtual int | enableAudioFilter (const char *id, bool enable, AudioFilterPosition position) |
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virtual int | setFilterProperty (const char *id, const char *key, const char *jsonValue, AudioFilterPosition position) |
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virtual int | getFilterProperty (const char *id, const char *key, char *jsonValue, size_t bufSize, AudioFilterPosition position) |
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virtual agora_refptr< IAudioFilter > | getAudioFilter (const char *name, AudioFilterPosition position) const =0 |
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virtual bool | addAudioSink (agora_refptr< IAudioSinkBase > sink, const AudioSinkWants &wants)=0 |
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virtual bool | removeAudioSink (agora_refptr< IAudioSinkBase > sink)=0 |
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virtual void | AddRef () const =0 |
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virtual RefCountReleaseStatus | Release () const =0 |
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virtual bool | HasOneRef () const =0 |
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ILocalAudioTrack
is the basic class for local audio tracks, providing main methods of local audio tracks.
You can create a local audio track by calling one of the following methods:
createLocalAudioTrack
createCustomAudioTrack
createMediaPlayerAudioTrack
You can also use the APIs in the IAudioDeviceManager class if multiple recording devices are available in the system.
After creating local audio tracks, you can publish one or more local audio tracks by calling publishAudio.