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);
					}
				}
			}
		}
	}
}