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