source-engine/engine/audio/snd_dev_xaudio.cpp

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2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: X360 XAudio Version
//
//=====================================================================================//
#include "audio_pch.h"
#include "snd_dev_xaudio.h"
#include "UtlLinkedList.h"
#include "session.h"
#include "server.h"
#include "client.h"
#include "matchmaking.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// The outer code mixes in PAINTBUFFER_SIZE (# of samples) chunks (see MIX_PaintChannels), we will never need more than
// that many samples in a buffer. This ends up being about 20ms per buffer
#define XAUDIO2_BUFFER_SAMPLES 8192
// buffer return has a latency, so need a decent pool
#define MAX_XAUDIO2_BUFFERS 32
#define SURROUND_HEADPHONES 0
#define SURROUND_STEREO 2
#define SURROUND_DIGITAL5DOT1 5
// 5.1 means there are a max of 6 channels
#define MAX_DEVICE_CHANNELS 6
ConVar snd_xaudio_spew_packets( "snd_xaudio_spew_packets", "0", 0, "Spew XAudio packet delivery" );
//-----------------------------------------------------------------------------
// Implementation of XAudio
//-----------------------------------------------------------------------------
class CAudioXAudio : public CAudioDeviceBase
{
public:
~CAudioXAudio( void );
bool IsActive( void ) { return true; }
bool Init( void );
void Shutdown( void );
void Pause( void );
void UnPause( void );
int PaintBegin( float mixAheadTime, int soundtime, int paintedtime );
int GetOutputPosition( void );
void ClearBuffer( void );
void TransferSamples( int end );
const char *DeviceName( void );
int DeviceChannels( void ) { return m_deviceChannels; }
int DeviceSampleBits( void ) { return m_deviceSampleBits; }
int DeviceSampleBytes( void ) { return m_deviceSampleBits/8; }
int DeviceDmaSpeed( void ) { return m_deviceDmaSpeed; }
int DeviceSampleCount( void ) { return m_deviceSampleCount; }
void XAudioPacketCallback( int hCompletedBuffer );
static CAudioXAudio *m_pSingleton;
CXboxVoice *GetVoiceData( void ) { return &m_VoiceData; }
IXAudio2 *GetXAudio2( void ) { return m_pXAudio2; }
private:
int TransferStereo( const portable_samplepair_t *pFront, int paintedTime, int endTime, char *pOutptuBuffer );
int TransferSurroundInterleaved( const portable_samplepair_t *pFront, const portable_samplepair_t *pRear, const portable_samplepair_t *pCenter, int paintedTime, int endTime, char *pOutputBuffer );
int m_deviceChannels; // channels per hardware output buffer (1 for quad/5.1, 2 for stereo)
int m_deviceSampleBits; // bits per sample (16)
int m_deviceSampleCount; // count of mono samples in output buffer
int m_deviceDmaSpeed; // samples per second per output buffer
int m_clockDivider;
IXAudio2 *m_pXAudio2;
IXAudio2MasteringVoice *m_pMasteringVoice;
IXAudio2SourceVoice *m_pSourceVoice;
XAUDIO2_BUFFER m_Buffers[MAX_XAUDIO2_BUFFERS];
BYTE *m_pOutputBuffer;
int m_bufferSizeBytes; // size of a single hardware output buffer, in bytes
CInterlockedUInt m_BufferTail;
CInterlockedUInt m_BufferHead;
CXboxVoice m_VoiceData;
};
CAudioXAudio *CAudioXAudio::m_pSingleton = NULL;
//-----------------------------------------------------------------------------
// XAudio packet completion callback
//-----------------------------------------------------------------------------
class XAudio2VoiceCallback : public IXAudio2VoiceCallback
{
public:
XAudio2VoiceCallback() {}
~XAudio2VoiceCallback() {}
void OnStreamEnd() {}
void OnVoiceProcessingPassEnd() {}
void OnVoiceProcessingPassStart( UINT32 SamplesRequired ) {}
void OnBufferEnd( void *pBufferContext )
{
CAudioXAudio::m_pSingleton->XAudioPacketCallback( (int)pBufferContext );
}
void OnBufferStart( void *pBufferContext ) {}
void OnLoopEnd( void *pBufferContext ) {}
void OnVoiceError( void *pBufferContext, HRESULT Error ) {}
};
XAudio2VoiceCallback s_XAudio2VoiceCallback;
//-----------------------------------------------------------------------------
// Create XAudio Device
//-----------------------------------------------------------------------------
IAudioDevice *Audio_CreateXAudioDevice( void )
{
MEM_ALLOC_CREDIT();
if ( !CAudioXAudio::m_pSingleton )
{
CAudioXAudio::m_pSingleton = new CAudioXAudio;
}
if ( !CAudioXAudio::m_pSingleton->Init() )
{
delete CAudioXAudio::m_pSingleton;
CAudioXAudio::m_pSingleton = NULL;
}
return CAudioXAudio::m_pSingleton;
}
CXboxVoice *Audio_GetXVoice( void )
{
if ( CAudioXAudio::m_pSingleton )
{
return CAudioXAudio::m_pSingleton->GetVoiceData();
}
return NULL;
}
IXAudio2 *Audio_GetXAudio2( void )
{
if ( CAudioXAudio::m_pSingleton )
{
return CAudioXAudio::m_pSingleton->GetXAudio2();
}
return NULL;
}
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CAudioXAudio::~CAudioXAudio( void )
{
m_pSingleton = NULL;
}
//-----------------------------------------------------------------------------
// Initialize XAudio
//-----------------------------------------------------------------------------
bool CAudioXAudio::Init( void )
{
XAUDIOSPEAKERCONFIG xAudioConfig = 0;
XAudioGetSpeakerConfig( &xAudioConfig );
snd_surround.SetValue( ( xAudioConfig & XAUDIOSPEAKERCONFIG_DIGITAL_DOLBYDIGITAL ) ? SURROUND_DIGITAL5DOT1 : SURROUND_STEREO );
m_bHeadphone = false;
m_bSurround = false;
m_bSurroundCenter = false;
switch ( snd_surround.GetInt() )
{
case SURROUND_HEADPHONES:
m_bHeadphone = true;
m_deviceChannels = 2;
break;
default:
case SURROUND_STEREO:
m_deviceChannels = 2;
break;
case SURROUND_DIGITAL5DOT1:
m_bSurround = true;
m_bSurroundCenter = true;
m_deviceChannels = 6;
break;
}
m_deviceSampleBits = 16;
m_deviceDmaSpeed = SOUND_DMA_SPEED;
// initialize the XAudio Engine
// Both threads on core 2
m_pXAudio2 = NULL;
HRESULT hr = XAudio2Create( &m_pXAudio2, 0, XboxThread5 );
if ( FAILED( hr ) )
return false;
// create the mastering voice, this will upsample to the devices target hw output rate
m_pMasteringVoice = NULL;
hr = m_pXAudio2->CreateMasteringVoice( &m_pMasteringVoice );
if ( FAILED( hr ) )
return false;
// 16 bit PCM
WAVEFORMATEX waveFormatEx = { 0 };
waveFormatEx.wFormatTag = WAVE_FORMAT_PCM;
waveFormatEx.nChannels = m_deviceChannels;
waveFormatEx.nSamplesPerSec = m_deviceDmaSpeed;
waveFormatEx.wBitsPerSample = 16;
waveFormatEx.nBlockAlign = ( waveFormatEx.nChannels * waveFormatEx.wBitsPerSample ) / 8;
waveFormatEx.nAvgBytesPerSec = waveFormatEx.nSamplesPerSec * waveFormatEx.nBlockAlign;
waveFormatEx.cbSize = 0;
m_pSourceVoice = NULL;
hr = m_pXAudio2->CreateSourceVoice(
&m_pSourceVoice,
&waveFormatEx,
0,
XAUDIO2_DEFAULT_FREQ_RATIO,
&s_XAudio2VoiceCallback,
NULL,
NULL );
if ( FAILED( hr ) )
return false;
float volumes[MAX_DEVICE_CHANNELS];
for ( int i = 0; i < MAX_DEVICE_CHANNELS; i++ )
{
if ( !m_bSurround && i >= 2 )
{
volumes[i] = 0;
}
else
{
volumes[i] = 1.0;
}
}
m_pSourceVoice->SetChannelVolumes( m_deviceChannels, volumes );
m_bufferSizeBytes = XAUDIO2_BUFFER_SAMPLES * (m_deviceSampleBits/8) * m_deviceChannels;
m_pOutputBuffer = new BYTE[MAX_XAUDIO2_BUFFERS * m_bufferSizeBytes];
ClearBuffer();
V_memset( m_Buffers, 0, MAX_XAUDIO2_BUFFERS * sizeof( XAUDIO2_BUFFER ) );
for ( int i = 0; i < MAX_XAUDIO2_BUFFERS; i++ )
{
m_Buffers[i].pAudioData = m_pOutputBuffer + i*m_bufferSizeBytes;
m_Buffers[i].pContext = (LPVOID)i;
}
m_BufferHead = 0;
m_BufferTail = 0;
// number of mono samples output buffer may hold
m_deviceSampleCount = MAX_XAUDIO2_BUFFERS * (m_bufferSizeBytes/(DeviceSampleBytes()));
// NOTE: This really shouldn't be tied to the # of bufferable samples.
// This just needs to be large enough so that it doesn't fake out the sampling in
// GetSoundTime(). Basically GetSoundTime() assumes a cyclical time stamp and finds wraparound cases
// but that means it needs to get called much more often than once per cycle. So this number should be
// much larger than the framerate in terms of output time
m_clockDivider = m_deviceSampleCount / DeviceChannels();
// not really part of XAudio2, but mixer xma lacks one-time init, so doing it here
XMAPlaybackInitialize();
hr = m_pSourceVoice->Start( 0 );
if ( FAILED( hr ) )
return false;
DevMsg( "XAudio Device Initialized:\n" );
DevMsg( " %s\n"
" %d channel(s)\n"
" %d bits/sample\n"
" %d samples/sec\n", DeviceName(), DeviceChannels(), DeviceSampleBits(), DeviceDmaSpeed() );
m_VoiceData.VoiceInit();
// success
return true;
}
//-----------------------------------------------------------------------------
// Shutdown XAudio
//-----------------------------------------------------------------------------
void CAudioXAudio::Shutdown( void )
{
if ( m_pSourceVoice )
{
m_pSourceVoice->Stop( 0 );
m_pSourceVoice->DestroyVoice();
m_pSourceVoice = NULL;
delete[] m_pOutputBuffer;
}
if ( m_pMasteringVoice )
{
m_pMasteringVoice->DestroyVoice();
m_pMasteringVoice = NULL;
}
// need to release ref to XAudio2
m_VoiceData.VoiceShutdown();
if ( m_pXAudio2 )
{
m_pXAudio2->Release();
m_pXAudio2 = NULL;
}
if ( this == CAudioXAudio::m_pSingleton )
{
CAudioXAudio::m_pSingleton = NULL;
}
}
//-----------------------------------------------------------------------------
// XAudio has completed a packet. Assuming these are sequential
//-----------------------------------------------------------------------------
void CAudioXAudio::XAudioPacketCallback( int hCompletedBuffer )
{
// packet completion expected to be sequential
Assert( hCompletedBuffer == (int)( m_PacketTail % MAX_XAUDIO2_BUFFERS ) );
m_BufferTail++;
if ( snd_xaudio_spew_packets.GetBool() )
{
if ( m_BufferTail == m_BufferHead )
{
Warning( "XAudio: Starved\n" );
}
else
{
Msg( "XAudio: Packet Callback, Submit: %2d, Free: %2d\n", m_BufferHead - m_BufferTail, MAX_XAUDIO2_BUFFERS - ( m_BufferHead - m_BufferTail ) );
}
}
if ( m_BufferTail == m_BufferHead )
{
// very bad, out of packets, xaudio is starving
// mix thread didn't keep up with audio clock and submit packets
// submit a silent buffer to keep stream playing and audio clock running
int head = m_BufferHead++;
XAUDIO2_BUFFER *pBuffer = &m_Buffers[head % MAX_XAUDIO2_BUFFERS];
V_memset( pBuffer->pAudioData, 0, m_bufferSizeBytes );
pBuffer->AudioBytes = m_bufferSizeBytes;
m_pSourceVoice->SubmitSourceBuffer( pBuffer );
}
}
//-----------------------------------------------------------------------------
// Return the "write" cursor. Used to clock the audio mixing.
// The actual hw write cursor and the number of samples it fetches is unknown.
//-----------------------------------------------------------------------------
int CAudioXAudio::GetOutputPosition( void )
{
XAUDIO2_VOICE_STATE state;
state.SamplesPlayed = 0;
m_pSourceVoice->GetState( &state );
return ( state.SamplesPlayed % m_clockDivider );
}
//-----------------------------------------------------------------------------
// Pause playback
//-----------------------------------------------------------------------------
void CAudioXAudio::Pause( void )
{
if ( m_pSourceVoice )
{
m_pSourceVoice->Stop( 0 );
}
}
//-----------------------------------------------------------------------------
// Resume playback
//-----------------------------------------------------------------------------
void CAudioXAudio::UnPause( void )
{
if ( m_pSourceVoice )
{
m_pSourceVoice->Start( 0 );
}
}
//-----------------------------------------------------------------------------
// Calc the paint position
//-----------------------------------------------------------------------------
int CAudioXAudio::PaintBegin( float mixAheadTime, int soundtime, int paintedtime )
{
// soundtime = total full samples that have been played out to hardware at dmaspeed
// paintedtime = total full samples that have been mixed at speed
// endtime = target for full samples in mixahead buffer at speed
int mixaheadtime = mixAheadTime * DeviceDmaSpeed();
int endtime = soundtime + mixaheadtime;
if ( endtime <= paintedtime )
{
return endtime;
}
int fullsamps = DeviceSampleCount() / DeviceChannels();
if ( ( endtime - soundtime ) > fullsamps )
{
endtime = soundtime + fullsamps;
}
if ( ( endtime - paintedtime ) & 0x03 )
{
// The difference between endtime and painted time should align on
// boundaries of 4 samples. This is important when upsampling from 11khz -> 44khz.
endtime -= ( endtime - paintedtime ) & 0x03;
}
return endtime;
}
//-----------------------------------------------------------------------------
// Fill the output buffers with silence
//-----------------------------------------------------------------------------
void CAudioXAudio::ClearBuffer( void )
{
V_memset( m_pOutputBuffer, 0, MAX_XAUDIO2_BUFFERS * m_bufferSizeBytes );
}
//-----------------------------------------------------------------------------
// Fill the output buffer with L/R samples
//-----------------------------------------------------------------------------
int CAudioXAudio::TransferStereo( const portable_samplepair_t *pFrontBuffer, int paintedTime, int endTime, char *pOutputBuffer )
{
int linearCount;
int i;
int val;
int volumeFactor = S_GetMasterVolume() * 256;
int *pFront = (int *)pFrontBuffer;
short *pOutput = (short *)pOutputBuffer;
// get size of output buffer in full samples (LR pairs)
// number of sequential sample pairs that can be wrriten
linearCount = g_AudioDevice->DeviceSampleCount() >> 1;
// clamp output count to requested number of samples
if ( linearCount > endTime - paintedTime )
{
linearCount = endTime - paintedTime;
}
// linearCount is now number of mono 16 bit samples (L and R) to xfer.
linearCount <<= 1;
// transfer mono 16bit samples multiplying each sample by volume.
for ( i=0; i<linearCount; i+=2 )
{
// L Channel
val = ( pFront[i] * volumeFactor ) >> 8;
*pOutput++ = CLIP( val );
// R Channel
val = ( pFront[i+1] * volumeFactor ) >> 8;
*pOutput++ = CLIP( val );
}
return linearCount * DeviceSampleBytes();
}
//-----------------------------------------------------------------------------
// Fill the output buffer with interleaved surround samples
//-----------------------------------------------------------------------------
int CAudioXAudio::TransferSurroundInterleaved( const portable_samplepair_t *pFrontBuffer, const portable_samplepair_t *pRearBuffer, const portable_samplepair_t *pCenterBuffer, int paintedTime, int endTime, char *pOutputBuffer )
{
int linearCount;
int i, j;
int val;
int volumeFactor = S_GetMasterVolume() * 256;
int *pFront = (int *)pFrontBuffer;
int *pRear = (int *)pRearBuffer;
int *pCenter = (int *)pCenterBuffer;
short *pOutput = (short *)pOutputBuffer;
// number of mono samples per channel
// number of sequential samples that can be wrriten
linearCount = m_bufferSizeBytes/( DeviceSampleBytes() * DeviceChannels() );
// clamp output count to requested number of samples
if ( linearCount > endTime - paintedTime )
{
linearCount = endTime - paintedTime;
}
for ( i = 0, j = 0; i < linearCount; i++, j += 2 )
{
// FL
val = ( pFront[j] * volumeFactor ) >> 8;
*pOutput++ = CLIP( val );
// FR
val = ( pFront[j+1] * volumeFactor ) >> 8;
*pOutput++ = CLIP( val );
// Center
val = ( pCenter[j] * volumeFactor) >> 8;
*pOutput++ = CLIP( val );
// Let the hardware mix the sub from the main channels since
// we don't have any sub-specific sounds, or direct sub-addressing
*pOutput++ = 0;
// RL
val = ( pRear[j] * volumeFactor ) >> 8;
*pOutput++ = CLIP( val );
// RR
val = ( pRear[j+1] * volumeFactor ) >> 8;
*pOutput++ = CLIP( val );
}
return linearCount * DeviceSampleBytes() * DeviceChannels();
}
//-----------------------------------------------------------------------------
// Transfer up to a full paintbuffer (PAINTBUFFER_SIZE) of samples out to the xaudio buffer(s).
//-----------------------------------------------------------------------------
void CAudioXAudio::TransferSamples( int endTime )
{
XAUDIO2_BUFFER *pBuffer;
if ( m_BufferHead - m_BufferTail >= MAX_XAUDIO2_BUFFERS )
{
DevWarning( "XAudio: No Free Buffers!\n" );
return;
}
int sampleCount = endTime - g_paintedtime;
if ( sampleCount > XAUDIO2_BUFFER_SAMPLES )
{
DevWarning( "XAudio: Overflowed mix buffer!\n" );
endTime = g_paintedtime + XAUDIO2_BUFFER_SAMPLES;
}
unsigned int nBuffer = m_BufferHead++;
pBuffer = &m_Buffers[nBuffer % MAX_XAUDIO2_BUFFERS];
if ( !m_bSurround )
{
pBuffer->AudioBytes = TransferStereo( PAINTBUFFER, g_paintedtime, endTime, (char *)pBuffer->pAudioData );
}
else
{
pBuffer->AudioBytes = TransferSurroundInterleaved( PAINTBUFFER, REARPAINTBUFFER, CENTERPAINTBUFFER, g_paintedtime, endTime, (char *)pBuffer->pAudioData );
}
// submit buffer
m_pSourceVoice->SubmitSourceBuffer( pBuffer );
}
//-----------------------------------------------------------------------------
// Get our device name
//-----------------------------------------------------------------------------
const char *CAudioXAudio::DeviceName( void )
{
if ( m_bSurround )
{
return "XAudio: 5.1 Channel Surround";
}
return "XAudio: Stereo";
}
CXboxVoice::CXboxVoice()
{
m_pXHVEngine = NULL;
}
//-----------------------------------------------------------------------------
// Initialize Voice
//-----------------------------------------------------------------------------
void CXboxVoice::VoiceInit( void )
{
if ( !m_pXHVEngine )
{
// Set the processing modes
XHV_PROCESSING_MODE rgMode = XHV_VOICECHAT_MODE;
// Set up parameters for the voice chat engine
XHV_INIT_PARAMS xhvParams = {0};
xhvParams.dwMaxRemoteTalkers = MAX_PLAYERS;
xhvParams.dwMaxLocalTalkers = XUSER_MAX_COUNT;
xhvParams.localTalkerEnabledModes = &rgMode;
xhvParams.remoteTalkerEnabledModes = &rgMode;
xhvParams.dwNumLocalTalkerEnabledModes = 1;
xhvParams.dwNumRemoteTalkerEnabledModes = 1;
xhvParams.pXAudio2 = CAudioXAudio::m_pSingleton->GetXAudio2();
// Create the engine
HRESULT hr = XHV2CreateEngine( &xhvParams, NULL, &m_pXHVEngine );
if ( hr != S_OK )
{
Warning( "Couldn't load XHV engine!\n" );
}
}
VoiceResetLocalData( );
}
void CXboxVoice::VoiceShutdown( void )
{
if ( !m_pXHVEngine )
return;
m_pXHVEngine->Release();
m_pXHVEngine = NULL;
}
void CXboxVoice::AddPlayerToVoiceList( CClientInfo *pClient, bool bLocal )
{
XHV_PROCESSING_MODE local_proc_mode = XHV_VOICECHAT_MODE;
for ( int i = 0; i < pClient->m_cPlayers; ++i )
{
if ( pClient->m_xuids[i] == 0 )
continue;
if ( bLocal == true )
{
if ( m_pXHVEngine->RegisterLocalTalker( pClient->m_iControllers[i] ) == S_OK )
{
m_pXHVEngine->StartLocalProcessingModes( pClient->m_iControllers[i], &local_proc_mode, 1 );
}
}
else
{
if ( m_pXHVEngine->RegisterRemoteTalker( pClient->m_xuids[i], NULL, NULL, NULL ) == S_OK )
{
m_pXHVEngine->StartRemoteProcessingModes( pClient->m_xuids[i], &local_proc_mode, 1 );
}
}
}
}
void CXboxVoice::RemovePlayerFromVoiceList( CClientInfo *pClient, bool bLocal )
{
for ( int i = 0; i < pClient->m_cPlayers; ++i )
{
if ( pClient->m_xuids[i] == 0 )
continue;
if ( bLocal == true )
{
m_pXHVEngine->UnregisterLocalTalker( pClient->m_iControllers[i] );
}
else
{
m_pXHVEngine->UnregisterRemoteTalker( pClient->m_xuids[i] );
}
}
}
void CXboxVoice::PlayIncomingVoiceData( XUID xuid, const byte *pbData, DWORD pdwSize )
{
XUID localXUID;
XUserGetXUID( XBX_GetPrimaryUserId(), &localXUID );
//Hack: Don't play stuff that comes from ourselves.
if ( localXUID == xuid )
return;
m_pXHVEngine->SubmitIncomingChatData( xuid, pbData, &pdwSize );
}
void CXboxVoice::UpdateHUDVoiceStatus( void )
{
for ( int iClient = 0; iClient < cl.m_nMaxClients; iClient++ )
{
bool bSelf = (cl.m_nPlayerSlot == iClient);
int iIndex = iClient + 1;
XUID id = g_pMatchmaking->PlayerIdToXuid( iIndex );
if ( id != 0 )
{
bool bTalking = false;
if ( bSelf == true )
{
//Make sure the player's own label is not on.
g_pSoundServices->OnChangeVoiceStatus( iIndex, false );
iIndex = -1;
if ( IsPlayerTalking( XBX_GetPrimaryUserId(), true ) )
{
bTalking = true;
}
}
else
{
if ( IsPlayerTalking( id, false ) )
{
bTalking = true;
}
}
g_pSoundServices->OnChangeVoiceStatus( iIndex, bTalking );
}
else
{
g_pSoundServices->OnChangeVoiceStatus( iIndex, false );
}
}
}
bool CXboxVoice::VoiceUpdateData( void )
{
DWORD dwNumPackets = 0;
DWORD dwBytes = 0;
WORD wVoiceBytes = 0;
bool bShouldSend = false;
DWORD dwVoiceFlags = m_pXHVEngine->GetDataReadyFlags();
//Update UI stuff.
UpdateHUDVoiceStatus();
for ( uint i = 0; i < XUSER_MAX_COUNT; ++i )
{
// We currently only allow one player per console
if ( i != XBX_GetPrimaryUserId() )
{
continue;
}
if ( IsHeadsetPresent( i ) == false )
continue;
if ( !(dwVoiceFlags & ( 1 << i )) )
continue;
dwBytes = m_ChatBufferSize - m_wLocalDataSize;
if( dwBytes < XHV_VOICECHAT_MODE_PACKET_SIZE )
{
bShouldSend = true;
}
else
{
m_pXHVEngine->GetLocalChatData( i, m_ChatBuffer + m_wLocalDataSize, &dwBytes, &dwNumPackets );
m_wLocalDataSize += ((WORD)dwBytes) & MAXWORD;
if( m_wLocalDataSize > ( ( m_ChatBufferSize * 7 ) / 10 ) )
{
bShouldSend = true;
}
}
wVoiceBytes += m_wLocalDataSize & MAXWORD;
break;
}
return bShouldSend ||
( wVoiceBytes &&
( GetTickCount() - m_dwLastVoiceSend ) > MAX_VOICE_BUFFER_TIME );
}
void CXboxVoice::SetPlaybackPriority( XUID remoteTalker, DWORD dwUserIndex, XHV_PLAYBACK_PRIORITY playbackPriority )
{
m_pXHVEngine->SetPlaybackPriority( remoteTalker, dwUserIndex, playbackPriority );
}
void CXboxVoice::GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers )
{
m_pXHVEngine->GetRemoteTalkers( (DWORD*)pNumTalkers, pRemoteTalkers );
}
void CXboxVoice::GetVoiceData( CLC_VoiceData *pMessage )
{
byte *puchVoiceData = NULL;
pMessage->m_nLength = m_wLocalDataSize;
XUserGetXUID( XBX_GetPrimaryUserId(), &pMessage->m_xuid );
puchVoiceData = m_ChatBuffer;
pMessage->m_DataOut.StartWriting( puchVoiceData, pMessage->m_nLength );
pMessage->m_nLength *= 8;
pMessage->m_DataOut.SeekToBit( pMessage->m_nLength ); // set correct writing position
}
void CXboxVoice::VoiceSendData( INetChannel *pChannel )
{
CLC_VoiceData voiceMsg;
GetVoiceData( &voiceMsg );
if ( pChannel )
{
pChannel->SendNetMsg( voiceMsg, false, true );
VoiceResetLocalData();
}
}
void CXboxVoice::VoiceResetLocalData( void )
{
m_wLocalDataSize = 0;
m_dwLastVoiceSend = GetTickCount();
Q_memset( m_ChatBuffer, 0, m_ChatBufferSize );
}
bool CXboxVoice::IsPlayerTalking( XUID uid, bool bLocal )
{
if ( bLocal == true )
{
return m_pXHVEngine->IsLocalTalking( XBX_GetPrimaryUserId() );
}
else
{
return !g_pMatchmaking->IsPlayerMuted( XBX_GetPrimaryUserId(), uid ) && m_pXHVEngine->IsRemoteTalking( uid );
}
return false;
}
bool CXboxVoice::IsHeadsetPresent( int id )
{
return m_pXHVEngine->IsHeadsetPresent( id );
}
void CXboxVoice::RemoveAllTalkers( CClientInfo *pLocal )
{
int numRemoteTalkers;
XUID remoteTalkers[MAX_PLAYERS];
GetRemoteTalkers( &numRemoteTalkers, remoteTalkers );
for ( int iRemote = 0; iRemote < numRemoteTalkers; iRemote++ )
{
m_pXHVEngine->UnregisterRemoteTalker( remoteTalkers[iRemote] );
}
if ( pLocal )
{
for ( int i = 0; i < pLocal->m_cPlayers; ++i )
{
if ( pLocal->m_xuids[i] == 0 )
continue;
m_pXHVEngine->UnregisterLocalTalker( pLocal->m_iControllers[i] );
}
}
}