Live Processing - C++

If you are starting from scratch and you want our Audio Engine to capture and render audio through the input device, transform the audio with our voices and send back the audio to the output device.

After the SDK has been initialized you have access to functions related with audio stream processing in real-time.


Start audio capturing

This method starts capturing and rendering audio through the input and output devices selected by the user. The API call is:

The returned value informs you about the state of the streaming. The input arguments of the method are related with the ID of the input/output devices. These identifiers can be obtained using these API calls:

Input devices

Output devices

These methods return an array of structs which contain information to manage the capturing. As input argument of these methods, you need to pass an integer variable by address to be modified with the number of devices.

If you only want to use the default system devices to capture you can call this API method:


Stop audio capturing

Call this method to finish audio capturing. This method also releases the input/output audio devices.



Use this method to retrieve the status of audio engine. If the result of the method is 0, the engine is not running. If the result is 1, the engine is running.

You must notice that the scope of isrunning result only refers about if engine is capturing or not. It doesn’t take into account if the engine is processing audio. If you need to know if engine is processing audio you must use the method explained at Get session status section.


Enable feedback

This method sends the processed audio to the output device when you pass a true boolean value to the method EnabledFeedback: