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Audio Effect Player

2026-03-05

Feature Overview

Audio effects mainly refer to short effect sounds played to enhance realism or set the atmosphere of a scene. For example: during live streaming, there are often scenes for playing sound effects, such as applause, gift sound effects, prompt sounds, etc. In games, sometimes it is necessary to play bullet sounds, collision impact sounds, etc.

ZEGO Express SDK provides an audio effect player (IZegoAudioEffectPlayer) to uniformly manage audio effects, supporting audio effect playback (multiple audio effects can be played simultaneously), playback control (such as pause playback, volume adjustment, set playback progress), preloading audio effects, and other functions.

Supported Formats

The audio effect file player supports the following formats:

Audio Codec Formats:

  • AAC, MP2, MP3, FLAC, WMA V1, WMA V2, PCM, AC3, EAC3

Container Formats:

  • WAV, FLAC, MP3, MP4, MOV, MPEG-TS, FLV, Matroska (MKV), ASF

Prerequisites

Usage Steps

1 Create Audio Effect Player

Call the createAudioEffectPlayer method of IZegoExpressEngine to create an audio effect player instance.

Warning

The engine currently only supports creating one instance at the same time. Beyond that, it will return null.

IZegoAudioEffectPlayer* audioEffectPlayer = engine->createAudioEffectPlayer();
if (audioEffectPlayer == nullptr) {
    printf("Failed to create audio effect player");
}

2 (Optional) Preload Resources

In scenarios where the same sound effect is played frequently, the SDK provides the function of preloading audio effect files into memory to optimize the performance of repeated file reading and decoding.

Call the loadResource method to load audio effect resources. You can listen to the loading result through the callback parameter. The sound effect can be played only after the loading is successful. It supports preloading up to 15 local audio effect files at the same time (network resources are not supported), and the duration of a single audio effect file cannot exceed 30s, otherwise the loading will fail.

When the loaded audio effect is used up, you can call the unloadResource interface to unload it to release related resources. Otherwise, the SDK will automatically unload the loaded audio effects when the IZegoAudioEffectPlayer instance is released.

Note

Preloading is a non-mandatory operation. It is recommended to use it to improve performance or when you need to play a specific audio effect repeatedly.

// Load audio effect resource
audioEffectPlayer->loadResource(audioEffectID, "D:/soundEffectSample.mp3", [](int errorCode){
    printf("loadResource result=%s", errorCode==0? "succeed", "failed");
});

// Unload audio effect resource
audioEffectPlayer->unloadResource(audioEffectID);

3 Playback Control

(Optional) Set Event Callback for Audio Effect Player

You can call the audio effect player's setEventHandler method as needed to set the event callback for the player to listen for notifications such as audio effect playing state change.

class MyAudioEffectPlayerEventHandler: public IZegoAudioEffectPlayerEventHandler{
public:
    // Callback for state change when the player plays a certain audio effect
    // Please note, do not call any SDK interfaces in the SDK callback thread, you need to manually switch to another thread, otherwise a deadlock will occur
    void onAudioEffectPlayStateUpdate(IZegoAudioEffectPlayer* audioEffectPlayer, unsigned int audioEffectID, ZegoAudioEffectPlayState state, int errorCode) override{
        printf("effect %d : currentState=%d, errorCode=%d", audioEffectID, state, errorCode);
    }
}

auto eventHandler = std::make_shared<MyAudioEffectPlayerEventHandler>();
audioEffectPlayer->setEventHandler(eventHandler);

Start Playing

Call the start method to play audio effects. Currently, it only supports playing 12 audio effects at the same time, and they can only be local files. Playing network resources is not supported. The audioEffectID must remain globally unique.

  • If the audio effect has been preloaded through the loadResource method, you only need to pass in the audioEffectID when preloading, and the path (path of the audio effect resource) field can be empty.
  • If you need to repeat playback, you can configure the number of repetitions through playCount in ZegoAudioEffectPlayConfig. If set to 0, it means infinite repetition until the user manually calls stop to stop.
ZegoAudioEffectPlayConfig config;
config.repeatCount = 1; // Play once
config.isPublishOut = false; ; // Mix into published stream
audioEffectPlayer->start(audioEffectID, "D:/soundEffectSample.mp3", &config);

Pause, Resume, Stop Playing

  1. Call the pause method to pause the audio effect specified by audioEffectID. Call the pauseAll method to pause all playing audio effects.
  2. After the audio effect is paused, call the resume method to resume the audio effect specified by audioEffectID. Call the resumeAll method to resume all paused audio effects.
  3. Call the stop method to stop the audio effect specified by audioEffectID. Call the stopAll method to stop all audio effects.
// Pause playback
audioEffectPlayer->pause(audioEffectID);
// Resume playback
audioEffectPlayer->resume(audioEffectID);
// Stop playback
audioEffectPlayer->stop(audioEffectID);

// Pause playback of all audio effects
audioEffectPlayer->pauseAll();
// Resume playback of all audio effects
audioEffectPlayer->resumeAll();
// Stop playback of all audio effects
audioEffectPlayer->stopAll();

Adjust Volume

  1. Call the setVolume method to set the volume of the audio effect specified by audioEffectID. The value range is [0-200], and the default value is 100.
  2. Call the setVolumeAll method to set the volume of all audio effects at the same time. The value range is [0-200], and the default value is 100.
// Set volume
audioEffectPlayer->setVolume(audioEffectID, volume);

// Set volume of all audio effects
audioEffectPlayer->setVolumeAll(volume);

Playback Progress Control

  1. Call the getTotalDuration method to get the total duration of a single audio effect.
  2. Call the getCurrentProgress method to get the current playback progress of the audio effect.
  3. Call the seekTo method to set the playback progress as needed.
// Get the total duration of the audio effect
auto totalDuration = audioEffectPlayer->getTotalDuration(audioEffectID);
// Get the current playback progress of the audio effect
auto currentProgress = audioEffectPlayer->getCurrentProgress(audioEffectID);
// Set playback progress
audioEffectPlayer->seekTo(audioEffectID, total / 2, [](int errorCode){
    printf("seekTo result=%s", errorCode==0? "succeed", "failed");
});

4 Destroy Audio Effect Player

After using the audio effect player, you need to call the destroyAudioEffectPlayer method in time to destroy it and release the resources occupied by the player.

engine->destroyAudioEffectPlayer(audioEffectPlayer);

FAQ

  1. What is the difference between the audio effect player and the media player?
Player TypeDifference

Media Player

Mainly used for playing videos and longer music, supports playing network resources. Supports creating up to 4 player instances at the same time, and one instance can only play one audio/video file.
Audio Effect PlayerMainly used for playing shorter sound effects, does not support playing network resources. Only supports creating one audio effect player instance at the same time. The audio effect player supports concurrent playback of multiple audio effects, and one instance can play up to 12 audio effects at the same time.

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