void FOnlineVoiceSteam::ProcessMuteChangeNotification() { // Nothing to update if there isn't an active session if (VoiceEngine.IsValid()) { if (SessionInt && SessionInt->GetNumSessions() > 0) { // For each local user with voice for (int32 Index = 0; Index < MaxLocalTalkers; Index++) { // Find the very first ULocalPlayer for this ControllerId. // This is imperfect and means we cannot support voice chat properly for // multiple UWorlds (but thats ok for the time being). ULocalPlayer* LP = GEngine->FindFirstLocalPlayerFromControllerId(Index); if (LP && LP->PlayerController) { // If there is a player controller, we can mute/unmute people if (LocalTalkers[Index].bIsRegistered && LP->PlayerController != NULL) { // Use the common method of checking muting UpdateMuteListForLocalTalker(Index, LP->PlayerController); } } } } } }
void FOnlineVoiceImpl::ProcessMuteChangeNotification() { // Nothing to update if there isn't an active session if (VoiceEngine != NULL) { if (SessionInt && SessionInt->GetNumSessions() > 0) { // For each local user with voice for (int32 Index = 0; Index < MaxLocalTalkers; Index++) { ULocalPlayer* LP = GEngine->LocalPlayerFromVoiceIndex(Index); if (LP && LP->PlayerController) { // If there is a player controller, we can mute/unmute people if (LocalTalkers[Index].bIsRegistered && LP->PlayerController != NULL) { // Use the common method of checking muting UpdateMuteListForLocalTalker(Index, LP->PlayerController); } } } } } }