private void SenderSetup()
{
//STEP5: sending up the sender
Debug.Log("sender setup");
sender = UnityCallFactory.Instance.Create(netConf);
MediaConfig mediaConf2 = new MediaConfig();
//keep video = false for now to keep the example simple & without UI
mediaConf2.Video = false;
//send audio. an echo will be heard to confirm it works
mediaConf2.Audio = true;
sender.CallEvent += Sender_CallEvent;
//Set the configuration. It will trigger an ConfigurationComplete
// event once completed or ConnectionFailed if something went wrong.
//
//Note: platforms handle this very differently e.g.
// * Windows & Mac will access the media devices and immediately trigger
// ConfigurationComplete event
// * iOS and Android might ask the user first for permission
// (or crash the app if it isn't allowed to access! Check your
// Unity project setup!)
// * WebGL behavior is browser specific. Currently, Chrome has a fixed
// audio & video device configured and just asks for access while
// firefox lets the user decide which device to use once Configure is
// called.
// See Receiver_CallEvent for next step
sender.Configure(mediaConf2);
}
private void Sender_CallEvent(object src, CallEventArgs args)