hl2_src-leak-2017/src/engine/audio/public/voice.h

139 lines
4.2 KiB
C

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VOICE_H
#define VOICE_H
#pragma once
#include "ivoicetweak.h"
/*! @defgroup Voice Voice
Defines the engine's interface to the voice code.
@{
*/
// Voice_Init will pick a sample rate, it must be within RATE_MAX
#define VOICE_OUTPUT_SAMPLE_RATE_LOW 11025 // Sample rate that we feed to the mixer.
#define VOICE_OUTPUT_SAMPLE_RATE_HIGH 22050 // Sample rate that we feed to the mixer.
#define VOICE_OUTPUT_SAMPLE_RATE_MAX 22050 // Sample rate that we feed to the mixer.
//! Returned on error from certain voice functions.
#define VOICE_CHANNEL_ERROR -1
#define VOICE_CHANNEL_IN_TWEAK_MODE -2 // Returned by AssignChannel if currently in tweak mode (not an error).
//! Initialize the voice code.
bool Voice_Init( const char *pCodec, int nSampleRate );
//! Inits voice with defaults if it is not initialized normally, e.g. for local mixer use.
void Voice_ForceInit();
//! Get the default sample rate to use for this codec
inline int Voice_GetDefaultSampleRate( const char *pCodec ) // Inline for DEDICATED builds
{
// Use legacy lower rate for speex
if ( Q_stricmp( pCodec, "vaudio_speex" ) == 0 )
{
return VOICE_OUTPUT_SAMPLE_RATE_LOW;
}
else if ( Q_stricmp( pCodec, "steam" ) == 0 )
{
return 0; // For the steam codec, 0 passed to voice_init means "use optimal steam voice rate"
}
// Use high sample rate by default for other codecs.
return VOICE_OUTPUT_SAMPLE_RATE_HIGH;
}
//! Shutdown the voice code.
void Voice_Deinit();
//! Returns true if the client has voice enabled
bool Voice_Enabled( void );
//! The codec voice was initialized with. Empty string if voice is not initialized.
const char *Voice_ConfiguredCodec();
//! The sample rate voice was initialized with. -1 if voice is not initialized.
int Voice_ConfiguredSampleRate();
//! Returns true if the user can hear themself speak.
bool Voice_GetLoopback();
//! This is called periodically by the engine when the server acks the local player talking.
//! This tells the client DLL that the local player is talking and fades after about 200ms.
void Voice_LocalPlayerTalkingAck();
//! Call every frame to update the voice stuff.
void Voice_Idle(float frametime);
//! Returns true if mic input is currently being recorded.
bool Voice_IsRecording();
//! Begin recording input from the mic.
bool Voice_RecordStart(
//! Filename to store incoming mic data, or NULL if none.
const char *pUncompressedFile,
//! Filename to store the output of compression and decompressiong with the codec, or NULL if none.
const char *pDecompressedFile,
//! If this is non-null, the voice manager will use this file for input instead of the mic.
const char *pMicInputFile
);
// User wants to stop recording
void Voice_UserDesiresStop();
//! Stop recording from the mic.
bool Voice_RecordStop();
//! Get the most recent N bytes of compressed data. If nCount is less than the number of
//! available bytes, it discards the first bytes and gives you the last ones.
//! Set bFinal to true on the last call to this (it will flush out any stored voice data).
int Voice_GetCompressedData(char *pchData, int nCount, bool bFinal);
//! Pass incoming data from the server into here.
//! The data should have been compressed and gotten through a Voice_GetCompressedData call.
int Voice_AddIncomingData(
//! Channel index.
int nChannel,
//! Compressed data to add to the channel.
const char *pchData,
//! Number of bytes in pchData.
int nCount,
//! Sequence number. If a packet is missed, it adds padding so the time isn't squashed.
int iSequenceNumber
);
//! Call this to reserve a voice channel for the specified entity to talk into.
//! \return A channel index for use with Voice_AddIncomingData or VOICE_CHANNEL_ERROR on error.
int Voice_AssignChannel(int nEntity, bool bProximity );
//! Call this to get the channel index that the specified entity is talking into.
//! \return A channel index for use with Voice_AddIncomingData or VOICE_CHANNEL_ERROR if the entity isn't talking.
int Voice_GetChannel(int nEntity);
#if !defined( NO_VOICE )
extern IVoiceTweak g_VoiceTweakAPI;
extern bool g_bUsingSteamVoice;
#endif
/*! @} */
#endif // VOICE_H