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Engine.OnlineVoiceInterface

Modifiers
dependson ( OnlineSubsystem )

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.

Engine.OnlineVoiceInterface

Delegates Summary
delegate OnPlayerTalking (UniqueNetId Player)
delegate OnRecognitionComplete ()

Functions Summary
function AddPlayerTalkingDelegate (delegate<OnPlayerTalking> TalkerDelegate)
function AddRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate)
function ClearPlayerTalkingDelegate (delegate<OnPlayerTalking> TalkerDelegate)
function ClearRecognitionCompleteDelegate (byte LocalUserNum, elegate<OnRecognitionComplete> RecognitionDelegate)
functionbool GetRecognitionResults (byte LocalUserNum, ut array<SpeechRecognizedWord> Words)
functionbool IsHeadsetPresent (byte LocalUserNum)
functionbool IsLocalPlayerTalking (byte LocalUserNum)
functionbool IsRemotePlayerTalking (UniqueNetId PlayerId)
functionbool MuteAll (byte LocalUserNum, ool bAllowFriends)
functionbool MuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId)
functionbool RegisterLocalTalker (byte LocalUserNum)
functionbool RegisterRemoteTalker (UniqueNetId PlayerId)
functionbool SelectVocabulary (byte LocalUserNum, nt VocabularyId)
functionbool SetRemoteTalkerPriority (byte LocalUserNum, niqueNetId PlayerId, nt Priority)
functionbool SetSpeechRecognitionObject (byte LocalUserNum, peechRecognition SpeechRecogObj)
function StartNetworkedVoice (byte LocalUserNum)
functionbool StartSpeechRecognition (byte LocalUserNum)
function StopNetworkedVoice (byte LocalUserNum)
functionbool StopSpeechRecognition (byte LocalUserNum)
functionbool UnmuteAll (byte LocalUserNum)
functionbool UnmuteRemoteTalker (byte LocalUserNum, niqueNetId PlayerId)
functionbool UnregisterLocalTalker (byte LocalUserNum)
functionbool UnregisterRemoteTalker (UniqueNetId PlayerId)


Delegates Detail

OnPlayerTalking Source code

delegate OnPlayerTalking ( UniqueNetId Player )
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

OnRecognitionComplete Source code

delegate OnRecognitionComplete ( )
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


Functions Detail

AddPlayerTalkingDelegate Source code

function AddPlayerTalkingDelegate ( delegate<OnPlayerTalking> TalkerDelegate )
Adds a talker delegate to the list of notifications
@param TalkerDelegate the delegate to call when a player is talking

AddRecognitionCompleteDelegate Source code

function AddRecognitionCompleteDelegate ( byte LocalUserNum,delegate<OnRecognitionComplete> RecognitionDelegate )
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

ClearPlayerTalkingDelegate Source code

function ClearPlayerTalkingDelegate ( delegate<OnPlayerTalking> TalkerDelegate )
Removes a talker delegate to the list of notifications
@param TalkerDelegate the delegate to remove from the notification list

ClearRecognitionCompleteDelegate Source code

function ClearRecognitionCompleteDelegate ( 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

GetRecognitionResults Source code

function bool GetRecognitionResults ( byte LocalUserNum,out array<SpeechRecognizedWord> Words )
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

IsHeadsetPresent Source code

function bool IsHeadsetPresent ( byte LocalUserNum )
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

IsLocalPlayerTalking Source code

function bool IsLocalPlayerTalking ( byte LocalUserNum )
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

IsRemotePlayerTalking Source code

function bool IsRemotePlayerTalking ( UniqueNetId PlayerId )
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

MuteAll Source code

function bool MuteAll ( byte LocalUserNum,bool bAllowFriends )
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

MuteRemoteTalker Source code

function bool MuteRemoteTalker ( byte LocalUserNum,UniqueNetId PlayerId )
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

RegisterLocalTalker Source code

function bool RegisterLocalTalker ( byte LocalUserNum )
Registers the user as a talker
@param LocalUserNum the local player index that is a talker
@return TRUE if the call succeeded, FALSE otherwise

RegisterRemoteTalker Source code

function bool RegisterRemoteTalker ( UniqueNetId PlayerId )
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

SelectVocabulary Source code

function bool SelectVocabulary ( byte LocalUserNum,int VocabularyId )
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

SetRemoteTalkerPriority Source code

function bool SetRemoteTalkerPriority ( byte LocalUserNum,UniqueNetId PlayerId,int Priority )
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

SetSpeechRecognitionObject Source code

function bool SetSpeechRecognitionObject ( byte LocalUserNum,SpeechRecognition SpeechRecogObj )
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

StartNetworkedVoice Source code

function StartNetworkedVoice ( byte LocalUserNum )
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

StartSpeechRecognition Source code

function bool StartSpeechRecognition ( 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

StopNetworkedVoice Source code

function StopNetworkedVoice ( 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

StopSpeechRecognition Source code

function bool StopSpeechRecognition ( 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

UnmuteAll Source code

function bool UnmuteAll ( byte LocalUserNum )
Allows all speakers to send voice
@param LocalUserNum the local user that is making the change

UnmuteRemoteTalker Source code

function bool UnmuteRemoteTalker ( 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

UnregisterLocalTalker Source code

function bool UnregisterLocalTalker ( 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

UnregisterRemoteTalker Source code

function bool UnregisterRemoteTalker ( 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


Defaultproperties

defaultproperties
{
   Name="Default__OnlineVoiceInterface"
   ObjectArchetype=Interface'Core.Default__Interface'
}

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Creation time: sk 18-3-2018 10:00:40.377 - Created with UnCodeX