279 lines
9.3 KiB
Ucode
279 lines
9.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* This interface deals with voice over IP. It is responsible for registering,
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* unregistering, and filtering talkers. It also handles special voice effects.
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* This interface also provides hooks for accessing the raw data to perform
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* operations on it, such as speech recognition, lip sync, etc.
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*/
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interface OnlineVoiceInterface
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dependson(OnlineSubsystem);
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/**
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* Registers the user as a talker
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*
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* @param LocalUserNum the local player index that is a talker
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*
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* @return TRUE if the call succeeded, FALSE otherwise
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*/
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//@HSL_BEGIN_XBOX
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function bool RegisterLocalTalker(byte LocalUserNum, optional byte ChannelIndex);
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//@HSL_END_XBOX
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/**
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* Unregisters the user as a talker
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*
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* @param LocalUserNum the local player index to be removed
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*
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* @return TRUE if the call succeeded, FALSE otherwise
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*/
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//@HSL_BEGIN_XBOX
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function bool UnregisterLocalTalker(byte LocalUserNum, optional byte ChannelIndex);
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/**
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* Determines if there are any local talkers that are currently registered
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*/
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function bool AreAnyLocalTalkersRegistered();
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/**
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* Recieves a reliable voice packet from server
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*
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* @param MessageType the type of message sent
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* @param Sender the Unique Net Id for the sender who sent the packet
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* @param InData the reliable voice data
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*
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*/
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function ReceiveReliableVoicePacket( byte MessageType, UniqueNetId Sender, int Length, byte InData[60]);
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//@HSL_END_XBOX
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/**
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* Registers a remote player as a talker
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*
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* @param PlayerId the unique id of the remote player that is a talker
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*
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* @return TRUE if the call succeeded, FALSE otherwise
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*/
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function bool RegisterRemoteTalker(UniqueNetId PlayerId);
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/**
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* Unregisters a remote player as a talker
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*
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* @param PlayerId the unique id of the remote player to be removed
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*
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* @return TRUE if the call succeeded, FALSE otherwise
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*/
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function bool UnregisterRemoteTalker(UniqueNetId PlayerId);
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/**
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* Determines if the specified player is actively talking into the mic
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*
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* @param LocalUserNum the local player index being queried
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*
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* @return TRUE if the player is talking, FALSE otherwise
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*/
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function bool IsLocalPlayerTalking(byte LocalUserNum);
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/**
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* Determines if the specified remote player is actively talking into the mic
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* NOTE: Network latencies will make this not 100% accurate
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*
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* @param PlayerId the unique id of the remote player being queried
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*
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* @return TRUE if the player is talking, FALSE otherwise
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*/
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function bool IsRemotePlayerTalking(UniqueNetId PlayerId);
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/**
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* Determines if the specified player has a headset connected
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*
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* @param LocalUserNum the local player index being queried
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*
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* @return TRUE if the player has a headset plugged in, FALSE otherwise
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*/
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function bool IsHeadsetPresent(byte LocalUserNum);
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/**
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* Sets the relative priority for a remote talker. 0 is highest
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*
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* @param LocalUserNum the user that controls the relative priority
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* @param PlayerId the remote talker that is having their priority changed for
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* @param Priority the relative priority to use (0 highest, < 0 is muted)
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*
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* @return TRUE if the function succeeds, FALSE otherwise
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*/
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function bool SetRemoteTalkerPriority(byte LocalUserNum,UniqueNetId PlayerId,int Priority);
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//@HSL_BEGIN_XBOX
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/**
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* Mutes all the players (including self)
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*
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* @param PlayerMuteSetting whether to mute all or mute just bad rep players
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*
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* @return TRUE if the function succeeds, FALSE otherwise
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*/
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function bool UpdatePlayerMuteSetting(bool PlayerMuteSetting);
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//@HSL_END_XBOX
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/**
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* Mutes a remote talker for the specified local player. NOTE: This only mutes them in the
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* game unless the bIsSystemWide flag is true, which attempts to mute them globally
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*
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* @param LocalUserNum the user that is muting the remote talker
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* @param PlayerId the remote talker that is being muted
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* @param bIsSystemWide whether to try to mute them globally or not
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*
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* @return TRUE if the function succeeds, FALSE otherwise
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*/
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function bool MuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId,optional bool bIsSystemWide);
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/**
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* Allows a remote talker to talk to the specified local player. NOTE: This only unmutes them in the
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* game unless the bIsSystemWide flag is true, which attempts to unmute them globally
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*
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* @param LocalUserNum the user that is allowing the remote talker to talk
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* @param PlayerId the remote talker that is being restored to talking
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* @param bIsSystemWide whether to try to unmute them globally or not
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*
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* @return TRUE if the function succeeds, FALSE otherwise
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*/
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function bool UnmuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId,optional bool bIsSystemWide);
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//@HSL_BEGIN_XBOX
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/**
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* Checks if a user is muted or not
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*
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* @param ConsoleId the remote talker that is being restored to talking
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*
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* @return TRUE if the player is muted, FALSE otherwise
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*/
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function bool IsTalkerMuted(UniqueNetId ConsoleId);
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//@HSL_END_XBOX
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/**
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* Called when a player is talking either locally or remote. This will be called
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* once for each active talker each frame.
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*
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* @param Player the player that is talking
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* @param bIsTalking if true, the player is now talking, if false they are no longer talking
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*/
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delegate OnPlayerTalkingStateChange(UniqueNetId Player,bool bIsTalking);
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/**
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* Adds a talker delegate to the list of notifications
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*
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* @param TalkerDelegate the delegate to call when a player is talking
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*/
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function AddPlayerTalkingDelegate(delegate<OnPlayerTalkingStateChange> TalkerDelegate);
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/**
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* Removes a talker delegate to the list of notifications
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*
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* @param TalkerDelegate the delegate to remove from the notification list
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*/
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function ClearPlayerTalkingDelegate(delegate<OnPlayerTalkingStateChange> TalkerDelegate);
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/**
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* Tells the voice layer that networked processing of the voice data is allowed
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* for the specified player. This allows for push-to-talk style voice communication
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*
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* @param LocalUserNum the local user to allow network transimission for
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*/
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function StartNetworkedVoice(byte LocalUserNum);
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/**
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* Tells the voice layer to stop processing networked voice support for the
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* specified player. This allows for push-to-talk style voice communication
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*
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* @param LocalUserNum the local user to disallow network transimission for
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*/
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function StopNetworkedVoice(byte LocalUserNum);
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/**
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* Tells the voice system to start tracking voice data for speech recognition
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*
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* @param LocalUserNum the local user to recognize voice data for
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*
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* @return true upon success, false otherwise
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*/
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function bool StartSpeechRecognition(byte LocalUserNum);
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/**
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* Tells the voice system to stop tracking voice data for speech recognition
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*
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* @param LocalUserNum the local user to recognize voice data for
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*
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* @return true upon success, false otherwise
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*/
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function bool StopSpeechRecognition(byte LocalUserNum);
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/**
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* Gets the results of the voice recognition
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* Will not return results that were below the SpeechRecognition's ConfidenceThreshold,
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* so you may get an empty array back
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*
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* @param LocalUserNum the local user to read the results of
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* @param Words the set of words that were recognized by the voice analyzer
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*
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* @return true upon success, false otherwise
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*/
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function bool GetRecognitionResults(byte LocalUserNum,out array<SpeechRecognizedWord> Words);
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/**
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* Called when speech recognition for a given player has completed. The
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* consumer of the notification can call GetRecognitionResults() to get the
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* words that were recognized
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*/
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delegate OnRecognitionComplete();
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/**
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* Adds the speech recognition notification callback to list of callbacks for the specified user
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*
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* @param LocalUserNum the local user to receive notifications for
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* @param RecognitionDelegate the delegate to call when recognition is complete
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*/
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function AddRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate);
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/**
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* Clears the speech recognition notification callback to use for the specified user
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*
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* @param LocalUserNum the local user to receive notifications for
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* @param RecognitionDelegate the delegate to call when recognition is complete
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*/
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function ClearRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate);
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/**
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* Changes the vocabulary id that is currently being used
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*
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* @param LocalUserNum the local user that is making the change
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* @param VocabularyId the new id to use
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*
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* @return true if successful, false otherwise
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*/
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function bool SelectVocabulary(byte LocalUserNum,int VocabularyId);
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/**
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* Changes the object that is in use to the one specified
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*
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* @param LocalUserNum the local user that is making the change
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* @param SpeechRecogObj the new object use
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*
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* @param true if successful, false otherwise
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*/
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function bool SetSpeechRecognitionObject(byte LocalUserNum,SpeechRecognition SpeechRecogObj);
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/**
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* Mutes all voice or all but friends
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*
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* @param LocalUserNum the local user that is making the change
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* @param bAllowFriends whether to mute everyone or allow friends
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*/
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function bool MuteAll(byte LocalUserNum,bool bAllowFriends);
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/**
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* Allows all speakers to send voice
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*
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* @param LocalUserNum the local user that is making the change
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*/
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function bool UnmuteAll(byte LocalUserNum);
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