Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef SND_STUBS_H
#define SND_STUBS_H
#include "engine/ienginevoice.h"
class CEngineVoiceStub : public IEngineVoice
{
public:
virtual bool IsHeadsetPresent( int iController ) { return false; }
virtual bool IsLocalPlayerTalking( int iController ) { return false; }
virtual void AddPlayerToVoiceList( XUID xPlayer, int iController ) {}
virtual void RemovePlayerFromVoiceList( XUID xPlayer, int iController ) {}
virtual void GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers )
{
if ( pNumTalkers )
*pNumTalkers = 0;
}
virtual bool VoiceUpdateData( int iController ) { return false; }
virtual void GetVoiceData( int iController, const byte **ppvVoiceDataBuffer, unsigned int *pnumVoiceDataBytes )
{
if ( ppvVoiceDataBuffer )
*ppvVoiceDataBuffer = NULL;
if ( pnumVoiceDataBytes )
*pnumVoiceDataBytes = NULL;
}
virtual void VoiceResetLocalData( int iController ) {}
virtual void SetPlaybackPriority( XUID remoteTalker, int iController, int iAllowPlayback ) {}
virtual void PlayIncomingVoiceData( XUID xuid, const byte *pbData, unsigned int dwDataSize, const bool *bAudiblePlayers = NULL ) {}
virtual void RemoveAllTalkers() {}
};
CEngineVoiceStub *Audio_GetEngineVoiceStub();
IEngineVoice *Audio_GetEngineVoiceSteam();
#endif