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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * This interface deals with voice over IP. It is responsible for registering, * unregistering, and filtering talkers. It also handles special voice effects. * This interface also provides hooks for accessing the raw data to perform * operations on it, such as speech recognition, lip sync, etc. */ interface OnlineVoiceInterface dependson(OnlineSubsystem); /** * Registers the user as a talker * * @param LocalUserNum the local player index that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ function bool RegisterLocalTalker(byte LocalUserNum); /** * Unregisters the user as a talker * * @param LocalUserNum the local player index to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ function bool UnregisterLocalTalker(byte LocalUserNum); /** * Registers a remote player as a talker * * @param PlayerId the unique id of the remote player that is a talker * * @return TRUE if the call succeeded, FALSE otherwise */ function bool RegisterRemoteTalker(UniqueNetId PlayerId); /** * Unregisters a remote player as a talker * * @param PlayerId the unique id of the remote player to be removed * * @return TRUE if the call succeeded, FALSE otherwise */ function bool UnregisterRemoteTalker(UniqueNetId PlayerId); /** * Determines if the specified player is actively talking into the mic * * @param LocalUserNum the local player index being queried * * @return TRUE if the player is talking, FALSE otherwise */ function bool IsLocalPlayerTalking(byte LocalUserNum); /** * Determines if the specified remote player is actively talking into the mic * NOTE: Network latencies will make this not 100% accurate * * @param PlayerId the unique id of the remote player being queried * * @return TRUE if the player is talking, FALSE otherwise */ function bool IsRemotePlayerTalking(UniqueNetId PlayerId); /** * Determines if the specified player has a headset connected * * @param LocalUserNum the local player index being queried * * @return TRUE if the player has a headset plugged in, FALSE otherwise */ function bool IsHeadsetPresent(byte LocalUserNum); /** * Sets the relative priority for a remote talker. 0 is highest * * @param LocalUserNum the user that controls the relative priority * @param PlayerId the remote talker that is having their priority changed for * @param Priority the relative priority to use (0 highest, < 0 is muted) * * @return TRUE if the function succeeds, FALSE otherwise */ function bool SetRemoteTalkerPriority(byte LocalUserNum,UniqueNetId PlayerId,int Priority); /** * Mutes a remote talker for the specified local player. NOTE: This is separate * from the user's permanent online mute list * * @param LocalUserNum the user that is muting the remote talker * @param PlayerId the remote talker that is being muted * * @return TRUE if the function succeeds, FALSE otherwise */ function bool MuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId); /** * Allows a remote talker to talk to the specified local player. NOTE: This call * will fail for remote talkers on the user's permanent online mute list * * @param LocalUserNum the user that is allowing the remote talker to talk * @param PlayerId the remote talker that is being restored to talking * * @return TRUE if the function succeeds, FALSE otherwise */ function bool UnmuteRemoteTalker(byte LocalUserNum,UniqueNetId PlayerId); /** * Called when a player is talking either locally or remote. This will be called * once for each active talker each frame. * * @param Player the player that is talking */ delegate OnPlayerTalking(UniqueNetId Player); /** * Adds a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to call when a player is talking */ function AddPlayerTalkingDelegate(delegate<OnPlayerTalking> TalkerDelegate); /** * Removes a talker delegate to the list of notifications * * @param TalkerDelegate the delegate to remove from the notification list */ function ClearPlayerTalkingDelegate(delegate<OnPlayerTalking> TalkerDelegate); /** * Tells the voice layer that networked processing of the voice data is allowed * for the specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to allow network transimission for */ function StartNetworkedVoice(byte LocalUserNum); /** * Tells the voice layer to stop processing networked voice support for the * specified player. This allows for push-to-talk style voice communication * * @param LocalUserNum the local user to disallow network transimission for */ function StopNetworkedVoice(byte LocalUserNum); /** * Tells the voice system to start tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ function bool StartSpeechRecognition(byte LocalUserNum); /** * Tells the voice system to stop tracking voice data for speech recognition * * @param LocalUserNum the local user to recognize voice data for * * @return true upon success, false otherwise */ function bool StopSpeechRecognition(byte LocalUserNum); /** * Gets the results of the voice recognition * Will not return results that were below the SpeechRecognition's ConfidenceThreshold, * so you may get an empty array back * * @param LocalUserNum the local user to read the results of * @param Words the set of words that were recognized by the voice analyzer * * @return true upon success, false otherwise */ function bool GetRecognitionResults(byte LocalUserNum,out array<SpeechRecognizedWord> Words); /** * Called when speech recognition for a given player has completed. The * consumer of the notification can call GetRecognitionResults() to get the * words that were recognized */ delegate OnRecognitionComplete(); /** * Adds the speech recognition notification callback to list of callbacks for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function AddRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate); /** * Clears the speech recognition notification callback to use for the specified user * * @param LocalUserNum the local user to receive notifications for * @param RecognitionDelegate the delegate to call when recognition is complete */ function ClearRecognitionCompleteDelegate(byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate); /** * Changes the vocabulary id that is currently being used * * @param LocalUserNum the local user that is making the change * @param VocabularyId the new id to use * * @return true if successful, false otherwise */ function bool SelectVocabulary(byte LocalUserNum,int VocabularyId); /** * Changes the object that is in use to the one specified * * @param LocalUserNum the local user that is making the change * @param SpeechRecogObj the new object use * * @param true if successful, false otherwise */ function bool SetSpeechRecognitionObject(byte LocalUserNum,SpeechRecognition SpeechRecogObj); /** * Mutes all voice or all but friends * * @param LocalUserNum the local user that is making the change * @param bAllowFriends whether to mute everyone or allow friends */ function bool MuteAll(byte LocalUserNum,bool bAllowFriends); /** * Allows all speakers to send voice * * @param LocalUserNum the local user that is making the change */ function bool UnmuteAll(byte LocalUserNum); defaultproperties { Name="Default__OnlineVoiceInterface" ObjectArchetype=Interface'Core.Default__Interface' } |
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