Byn.Unity.Examples.MinimalCall.SenderSetup C# (CSharp) Method

SenderSetup() private method

Setting up the sender. This is called once the receiver is registered at the signaling server and is ready to receive an incoming connection.
private SenderSetup ( ) : void
return void
        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)