Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. #ifndef SND_STUBS_H
  3. #define SND_STUBS_H
  4. #include "engine/ienginevoice.h"
  5. class CEngineVoiceStub : public IEngineVoice
  6. {
  7. public:
  8. virtual bool IsHeadsetPresent( int iController ) { return false; }
  9. virtual bool IsLocalPlayerTalking( int iController ) { return false; }
  10. virtual void AddPlayerToVoiceList( XUID xPlayer, int iController ) {}
  11. virtual void RemovePlayerFromVoiceList( XUID xPlayer, int iController ) {}
  12. virtual void GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers )
  13. {
  14. if ( pNumTalkers )
  15. *pNumTalkers = 0;
  16. }
  17. virtual bool VoiceUpdateData( int iController ) { return false; }
  18. virtual void GetVoiceData( int iController, const byte **ppvVoiceDataBuffer, unsigned int *pnumVoiceDataBytes )
  19. {
  20. if ( ppvVoiceDataBuffer )
  21. *ppvVoiceDataBuffer = NULL;
  22. if ( pnumVoiceDataBytes )
  23. *pnumVoiceDataBytes = NULL;
  24. }
  25. virtual void VoiceResetLocalData( int iController ) {}
  26. virtual void SetPlaybackPriority( XUID remoteTalker, int iController, int iAllowPlayback ) {}
  27. virtual void PlayIncomingVoiceData( XUID xuid, const byte *pbData, unsigned int dwDataSize, const bool *bAudiblePlayers = NULL ) {}
  28. virtual void RemoveAllTalkers() {}
  29. };
  30. CEngineVoiceStub *Audio_GetEngineVoiceStub();
  31. IEngineVoice *Audio_GetEngineVoiceSteam();
  32. #endif