uint32 FVoiceEngineSteam::StartLocalVoiceProcessing(uint32 LocalUserNum) 
{
	uint32 Return = E_FAIL;
	if (IsOwningUser(LocalUserNum))
	{
		if (!bIsCapturing)
		{
			// Update the current recording state, if VOIP data was still being read
			VoiceCaptureUpdate();

			if (!IsRecording())
			{
				StartRecording();
			}

			bIsCapturing = true;
		}

		Return = S_OK;
	}
	else
	{
		UE_LOG(LogVoiceEncode, Error, TEXT("StartLocalVoiceProcessing(): Device is currently owned by another user"));
	}

	return Return;
}
uint32 FVoiceEngineSteam::StopLocalVoiceProcessing(uint32 LocalUserNum) 
{
	uint32 Return = E_FAIL;
	if (IsOwningUser(LocalUserNum))
	{
		if (bIsCapturing)
		{
			bIsCapturing = false;
			bPendingFinalCapture = true;

			// Make a call to begin stopping the current VOIP recording session
			StopRecording();

			// Now check/update the status of the recording session
			VoiceCaptureUpdate();
		}

		Return = S_OK;
	}
	else
	{
		UE_LOG(LogVoiceEncode, Error, TEXT("StopLocalVoiceProcessing: Ignoring stop request for non-owning user"));
	}

	return Return;
}
uint32 FVoiceEngineSteam::GetVoiceDataReadyFlags() const 
{
	// First check and update the internal state of VOIP recording
	VoiceCaptureUpdate();
	if (OwningUserIndex != INVALID_INDEX && IsRecording())
	{
		// Check if there is new data available via the Steam API
		if (AvailableVoiceResult == k_EVoiceResultOK && CompressedBytesAvailable > 0)
		{
			return 1 << OwningUserIndex;
		}
	}

	return 0;
}
uint32 FVoiceEngineSteam::ReadLocalVoiceData(uint32 LocalUserNum, uint8* Data, uint32* Size) 
{
	check(*Size > 0);

	// Before doing anything, check/update the current recording state
	VoiceCaptureUpdate();

	// Return data even if not capturing, if the final half-second of data from Steam is still pending
	if (IsOwningUser(LocalUserNum) && IsRecording())
	{
		CompressedVoiceBuffer.Empty(MAX_COMPRESSED_VOICE_BUFFER_SIZE);

		uint32 CompressedBytes = 0;
		EVoiceResult VoiceResult = SteamUserPtr->GetAvailableVoice(&CompressedBytes, NULL, 0);
		if (VoiceResult != k_EVoiceResultOK && VoiceResult != k_EVoiceResultNoData)
		{
			UE_LOG(LogVoiceEncode, Warning, TEXT("ReadLocalVoiceData: GetAvailableVoice failure: VoiceResult: %s"), *SteamVoiceResult(VoiceResult));
			return E_FAIL;
		}

		// This shouldn't happen, but just in case.
		if (CompressedBytes == 0)
		{
			UE_LOG(LogVoiceEncode, VeryVerbose, TEXT("ReadLocalVoiceData: No Data: VoiceResult: %s"), *SteamVoiceResult(VoiceResult));
			*Size = 0;
			return S_OK;
		}

		// Update the amount of data available for consumption (CompressedBytes can be more than AvailableWritten below)
		CompressedVoiceBuffer.AddUninitialized(CompressedBytes);

		uint32 AvailableWritten = 0;
		VoiceResult = SteamUserPtr->GetVoice(true, CompressedVoiceBuffer.GetData(), CompressedVoiceBuffer.Num(), &AvailableWritten, false, NULL, 0, NULL, 0);

		static double LastGetVoiceCallTime = 0.0;
		double CurTime = FPlatformTime::Seconds();
		double TimeSinceLastCall = LastGetVoiceCallTime > 0 ? (CurTime - LastGetVoiceCallTime) : 0.0;
		LastGetVoiceCallTime = CurTime;

		UE_LOG(LogVoiceEncode, Log, TEXT("ReadLocalVoiceData: GetVoice: Result: %s, Available: %i, LastCall: %0.3f"), *SteamVoiceResult(VoiceResult), AvailableWritten, TimeSinceLastCall);
		if (VoiceResult != k_EVoiceResultOK)
		{
			UE_LOG(LogVoiceEncode, Warning, TEXT("ReadLocalVoiceData: GetVoice failure: VoiceResult: %s"), *SteamVoiceResult(VoiceResult));
			*Size = 0;
			CompressedVoiceBuffer.Empty(MAX_COMPRESSED_VOICE_BUFFER_SIZE);
			return E_FAIL;
		}

		if (AvailableWritten > 0)
		{
			*Size = FMath::Min<int32>(*Size, AvailableWritten);
			FMemory::Memcpy(Data, CompressedVoiceBuffer.GetData(), *Size);

			UE_LOG(LogVoiceEncode, VeryVerbose, TEXT("ReadLocalVoiceData: Size: %d"), *Size);
			return S_OK;
		}
		else
		{
			*Size = 0;
		}
	}

	return E_FAIL;
}
Ejemplo n.º 5
0
uint32 FVoiceEngineImpl::ReadLocalVoiceData(uint32 LocalUserNum, uint8* Data, uint32* Size)
{
	check(*Size > 0);

	// Before doing anything, check/update the current recording state
	VoiceCaptureUpdate();

	// Return data even if not capturing, possibly have data during stopping
	if (IsOwningUser(LocalUserNum) && IsRecording())
	{
		DecompressedVoiceBuffer.Empty(MAX_UNCOMPRESSED_VOICE_BUFFER_SIZE);
		CompressedVoiceBuffer.Empty(MAX_COMPRESSED_VOICE_BUFFER_SIZE);

		uint32 NewVoiceDataBytes = 0;
		EVoiceCaptureState::Type VoiceResult = VoiceCapture->GetCaptureState(NewVoiceDataBytes);
		if (VoiceResult != EVoiceCaptureState::Ok && VoiceResult != EVoiceCaptureState::NoData)
		{
			UE_LOG(LogVoiceEncode, Warning, TEXT("ReadLocalVoiceData: GetAvailableVoice failure: VoiceResult: %s"), EVoiceCaptureState::ToString(VoiceResult));
			return E_FAIL;
		}

 		if (NewVoiceDataBytes == 0)
 		{
 			UE_LOG(LogVoiceEncode, VeryVerbose, TEXT("ReadLocalVoiceData: No Data: VoiceResult: %s"), EVoiceCaptureState::ToString(VoiceResult));
 			*Size = 0;
 			return S_OK;
 		}

		// Make space for new and any previously remaining data
		uint32 TotalVoiceBytes = NewVoiceDataBytes + PlayerVoiceData[LocalUserNum].VoiceRemainderSize;
		if (TotalVoiceBytes > MAX_UNCOMPRESSED_VOICE_BUFFER_SIZE)
		{
			UE_LOG(LogVoiceEncode, Warning, TEXT("Exceeded uncompressed voice buffer size, clamping"))
			TotalVoiceBytes = MAX_UNCOMPRESSED_VOICE_BUFFER_SIZE;
		}

		DecompressedVoiceBuffer.AddUninitialized(TotalVoiceBytes);

		if (PlayerVoiceData[LocalUserNum].VoiceRemainderSize > 0)
		{
			FMemory::Memcpy(DecompressedVoiceBuffer.GetData(), PlayerVoiceData[LocalUserNum].VoiceRemainder.GetData(), PlayerVoiceData[LocalUserNum].VoiceRemainderSize);
		}

		// Get new uncompressed data
		VoiceResult = VoiceCapture->GetVoiceData(DecompressedVoiceBuffer.GetData() + PlayerVoiceData[LocalUserNum].VoiceRemainderSize,
			NewVoiceDataBytes, NewVoiceDataBytes);

		TotalVoiceBytes = NewVoiceDataBytes + PlayerVoiceData[LocalUserNum].VoiceRemainderSize;

		if (VoiceResult == EVoiceCaptureState::Ok && TotalVoiceBytes > 0)
		{
			CompressedBytesAvailable = MAX_COMPRESSED_VOICE_BUFFER_SIZE;
			CompressedVoiceBuffer.AddUninitialized(MAX_COMPRESSED_VOICE_BUFFER_SIZE);

			PlayerVoiceData[LocalUserNum].VoiceRemainderSize =
				VoiceEncoder->Encode(DecompressedVoiceBuffer.GetData(), TotalVoiceBytes, CompressedVoiceBuffer.GetData(), CompressedBytesAvailable);

			// Save off any unencoded remainder
			if (PlayerVoiceData[LocalUserNum].VoiceRemainderSize > 0)
			{
				if (PlayerVoiceData[LocalUserNum].VoiceRemainderSize > MAX_VOICE_REMAINDER_SIZE)
				{
					UE_LOG(LogVoiceEncode, Warning, TEXT("Exceeded voice remainder buffer size, clamping"))
						PlayerVoiceData[LocalUserNum].VoiceRemainderSize = MAX_VOICE_REMAINDER_SIZE;
				}

				PlayerVoiceData[LocalUserNum].VoiceRemainder.AddUninitialized(MAX_VOICE_REMAINDER_SIZE);
				FMemory::Memcpy(PlayerVoiceData[LocalUserNum].VoiceRemainder.GetData(), DecompressedVoiceBuffer.GetData() + (TotalVoiceBytes - PlayerVoiceData[LocalUserNum].VoiceRemainderSize), PlayerVoiceData[LocalUserNum].VoiceRemainderSize);
			}

			static double LastGetVoiceCallTime = 0.0;
			double CurTime = FPlatformTime::Seconds();
			double TimeSinceLastCall = LastGetVoiceCallTime > 0 ? (CurTime - LastGetVoiceCallTime) : 0.0;
			LastGetVoiceCallTime = CurTime;

			UE_LOG(LogVoiceEncode, Log, TEXT("ReadLocalVoiceData: GetVoice: Result: %s, Available: %i, LastCall: %0.3f"), EVoiceCaptureState::ToString(VoiceResult), CompressedBytesAvailable, TimeSinceLastCall);
			if (CompressedBytesAvailable > 0)
			{
				*Size = FMath::Min<int32>(*Size, CompressedBytesAvailable);
				FMemory::Memcpy(Data, CompressedVoiceBuffer.GetData(), *Size);

				UE_LOG(LogVoiceEncode, VeryVerbose, TEXT("ReadLocalVoiceData: Size: %d"), *Size);
				return S_OK;
			}
			else
			{
				*Size = 0;
				CompressedVoiceBuffer.Empty(MAX_COMPRESSED_VOICE_BUFFER_SIZE);

				UE_LOG(LogVoiceEncode, Warning, TEXT("ReadLocalVoiceData: GetVoice failure: VoiceResult: %s"), EVoiceCaptureState::ToString(VoiceResult));
				return E_FAIL;
			}
		}
	}

	return E_FAIL;
}