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