Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#ifndef SND_DEV_XAUDIO_H
#define SND_DEV_XAUDIO_H
#pragma once
#include "audio_pch.h"
#include "inetmessage.h"
#include "netmessages.h"
class IAudioDevice; IAudioDevice *Audio_CreateXAudioDevice( void );
#if defined ( _X360 )
class CClientInfo; void VOICE_AddPlayerToVoiceList( CClientInfo *pClient, bool bLocal );
class CXboxVoice { public:
static const DWORD MAX_VOICE_BUFFER_TIME = 200; // 200ms
CXboxVoice( void ); void VoiceInit( void ); void VoiceShutdown( void ); void AddPlayerToVoiceList( CClientInfo *pClient, bool bLocal ); void RemovePlayerFromVoiceList( CClientInfo *pClient, bool bLocal ); bool VoiceUpdateData( void ); void GetVoiceData( CLC_VoiceData *pData ); void VoiceSendData( INetChannel *pChannel ); void VoiceResetLocalData( void ); void PlayIncomingVoiceData( XUID xuid, const byte *pbData, DWORD pdwSize ); void UpdateHUDVoiceStatus( void ); void GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers ); void SetPlaybackPriority( XUID remoteTalker, DWORD dwUserIndex, XHV_PLAYBACK_PRIORITY playbackPriority ); bool IsPlayerTalking( XUID uid, bool bLocal ); bool IsHeadsetPresent( int id ); void RemoveAllTalkers( CClientInfo *pLocal );
private: PIXHV2ENGINE m_pXHVEngine;
// Local chat data
static const WORD m_ChatBufferSize = XHV_VOICECHAT_MODE_PACKET_SIZE * XHV_MAX_VOICECHAT_PACKETS; BYTE m_ChatBuffer[ m_ChatBufferSize ]; WORD m_wLocalDataSize;
// Last voice data sent
DWORD m_dwLastVoiceSend; };
CXboxVoice *Audio_GetXVoice( void ); IXAudio2 *Audio_GetXAudio2( void );
#endif
#endif // SND_DEV_XAUDIO_H
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