Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Engine voice interface
//
// $NoKeywords: $
//=============================================================================//
#ifndef IENGINEVOICE_H
#define IENGINEVOICE_H
#ifdef _WIN32
#pragma once
#endif
#include "basetypes.h"
#define IENGINEVOICE_INTERFACE_VERSION "IEngineVoice001"
abstract_class IEngineVoice { public: virtual bool IsHeadsetPresent( int iController ) = 0; virtual bool IsLocalPlayerTalking( int iController ) = 0;
virtual void AddPlayerToVoiceList( XUID xPlayer, int iController ) = 0; virtual void RemovePlayerFromVoiceList( XUID xPlayer, int iController ) = 0;
virtual void GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers ) = 0; virtual bool VoiceUpdateData( int iController ) = 0; virtual void GetVoiceData( int iController, const byte **ppvVoiceDataBuffer, unsigned int *pnumVoiceDataBytes ) = 0; virtual void VoiceResetLocalData( int iController ) = 0;
virtual void SetPlaybackPriority( XUID remoteTalker, int iController, int iAllowPlayback ) = 0; virtual void PlayIncomingVoiceData( XUID xuid, const byte *pbData, unsigned int dwDataSize, const bool *bAudiblePlayers = NULL ) = 0;
virtual void RemoveAllTalkers() = 0; };
#endif // IENGINEVOICE_H
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