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TeamTalk.cs
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TeamTalk.cs
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/*
* Copyright (c) 2005-2018, BearWare.dk
*
* Contact Information:
*
* Bjoern D. Rasmussen
* Kirketoften 5
* DK-8260 Viby J
* Denmark
* Email: contact@bearware.dk
* Phone: +45 20 20 54 59
* Web: http://www.bearware.dk
*
* This source code is part of the TeamTalk SDK owned by
* BearWare.dk. Use of this file, or its compiled unit, requires a
* TeamTalk SDK License Key issued by BearWare.dk.
*
* The TeamTalk SDK License Agreement along with its Terms and
* Conditions are outlined in the file License.txt included with the
* TeamTalk SDK distribution.
*
*/
using System;
using System.Collections.Generic;
using System.Text;
using System.Windows.Forms;
using System.Drawing;
using System.Drawing.Imaging;
using System.Threading;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.InteropServices;
using c_tt;
namespace BearWare
{
/** @addtogroup transmission
* @{ */
/** @brief The types of streams which are available for
* transmission. */
[Flags]
public enum StreamType : uint
{
/** @brief No stream. */
STREAMTYPE_NONE = 0x00000000,
/** @brief Voice stream type which is audio recorded from a
* sound input device. @see TeamTalkBase.InitSoundInputDevice() */
STREAMTYPE_VOICE = 0x00000001,
/** @brief Video capture stream type which is video recorded
* from a webcam. @see TeamTalkBase.InitVideoCaptureDevice() */
STREAMTYPE_VIDEOCAPTURE = 0x00000002,
/** @brief Audio stream type from a media file which is being
* streamed. @see TeamTalkBase.StartStreamingMediaFileToChannel() */
STREAMTYPE_MEDIAFILE_AUDIO = 0x00000004,
/** @brief Video stream type from a media file which is being
* streamed. @see TeamTalkBase.StartStreamingMediaFileToChannel() */
STREAMTYPE_MEDIAFILE_VIDEO = 0x00000008,
/** @brief Desktop window stream type which is a window (or
* bitmap) being transmitted. @see TeamTalkBase.SendDesktopWindow() */
STREAMTYPE_DESKTOP = 0x00000010,
/** @brief Desktop input stream type which is keyboard or
* mouse input being transmitted. @see
* TeamTalkBase.SendDesktopInput() */
STREAMTYPE_DESKTOPINPUT = 0x00000020,
/** @brief Shortcut to allow both audio and video media files. */
STREAMTYPE_MEDIAFILE = STREAMTYPE_MEDIAFILE_AUDIO |
STREAMTYPE_MEDIAFILE_VIDEO,
/** @brief Channel text messages as stream type.
*
* A channel text message is not a stream but is only included
* as a stream type in order to be able to block messages
* using @c transmitUsers in #BearWare.Channel struct.
*
* @see TeamTalkBase.DoUpdateChannel()
* @see ChannelType.CHANNEL_CLASSROOM. */
STREAMTYPE_CHANNELMSG = 0x00000040,
/** @brief Stream type for audio of local playback.
*
* TeamTalkBase.EnableAudioBlockEvent() can be used to intercept audio
* from a local media playback.
* @see TeamTalkBase.InitLocalPlayback() */
STREAMTYPE_LOCALMEDIAPLAYBACK_AUDIO = 0x00000080,
/** @brief Shortcut to allow voice, media files, desktop,
* webcamera and channel messages. */
STREAMTYPE_CLASSROOM_ALL = STREAMTYPE_VOICE |
STREAMTYPE_VIDEOCAPTURE |
STREAMTYPE_DESKTOP |
STREAMTYPE_MEDIAFILE |
STREAMTYPE_CHANNELMSG,
}
/** @} */
/** @addtogroup sounddevices
* @{ */
/**
* @brief The supported sound systems.
*
* @see SoundDevice
* @see TeamTalkBase.InitSoundInputDevice()
* @see TeamTalkBase.InitSoundOutputDevice()
* @see TeamTalkBase.InitSoundDuplexDevices() */
public enum SoundSystem : uint
{
/** @brief Sound system denoting invalid or not found. */
SOUNDSYSTEM_NONE = 0,
/** @brief Windows legacy audio system. Should be used on Windows Mobile. */
SOUNDSYSTEM_WINMM = 1,
/** @brief DirectSound audio system. Should be used on Windows. */
SOUNDSYSTEM_DSOUND = 2,
/**
* @brief Advanced Linux Sound Architecture (ALSA). Should be used on Linux.
*
* Often ALSA sound devices only support a limited number of
* sample rates so TeamTalk internally use software filters to
* resample the audio to the sample rate used by the selected
* audio codecs. */
SOUNDSYSTEM_ALSA = 3,
/** @brief Core Audio. Should be used on MacOS. */
SOUNDSYSTEM_COREAUDIO = 4,
/** @brief Windows Audio Session API (WASAPI). Should be used
* on Windows Vista/7/8/10.
*
* WASAPI audio devices typically only support a single sample
* rate so internally TeamTalk uses software filters to
* resample audio to the sample rate used by the selected
* audio codecs.
*
* Check @c supportedSampleRates and @c nDefaultSampleRate of
* #BearWare.SoundDevice to see which sample rates are supported. */
SOUNDSYSTEM_WASAPI = 5,
/** @brief Android sound API. */
SOUNDSYSTEM_OPENSLES_ANDROID = 7,
/** @brief iOS sound API.
*
* The following sound devices will appear when calling
* TeamTalkBase.GetSoundDevices(). Sound device ID 0 will be AudioUnit
* subtype Remote I/O Unit and sound device ID 1 will be
* AudioUnit subtype Voice-Processing I/O Unit.
*
* Note that iOS only supports one active Voice-Processing I/O
* Unit, i.e. only one #BearWare.TeamTalkBase instance can use the
* Voice-Processing I/O Unit.
*
* Add libraries @c AVFoundation.framework and
* @c AudioToolbox.framework.
*
* Duplex mode is not supported by AudioUnit iOS sound API. */
SOUNDSYSTEM_AUDIOUNIT = 8,
/** @brief Same as #BearWare.SoundSystem.SOUNDSYSTEM_AUDIOUNIT. */
SOUNDSYSTEM_AUDIOUNIT_IOS = SOUNDSYSTEM_AUDIOUNIT,
/** @brief PulseAudio API.
* PulseAudio is typically used on Ubuntu 22. */
SOUNDSYSTEM_PULSEAUDIO = 10,
}
/**
* @brief Features available on a sound device.
* Checkout @c uSoundDeviceFeatures on #BearWare.SoundDevice.
* */
[Flags]
public enum SoundDeviceFeature : uint
{
SOUNDDEVICEFEATURE_NONE = 0x0000,
/** @brief The #BearWare.SoundDevice can enable Acoustic
* Echo Canceler (AEC).
* Enable AEC use property @c bEnableAEC on
* #BearWare.SoundDeviceEffects.
* @see TeamTalkBase.SetSoundDeviceEffects() */
SOUNDDEVICEFEATURE_AEC = 0x0001,
/** @brief The #BearWare.SoundDevice can enable Automatic
* Gain Control (AGC).
* Enable AGC use property @c bEnableAGC on
* #BearWare.SoundDeviceEffects.
* @see TeamTalkBase.SetSoundDeviceEffects() */
SOUNDDEVICEFEATURE_AGC = 0x0002,
/** @brief The #BearWare.SoundDevice can enable denoising.
* Enable denoising use property @c bEnableDenoising on
* #BearWare.SoundDeviceEffects.
* @see TeamTalkBase.SetSoundDeviceEffects() */
SOUNDDEVICEFEATURE_DENOISE = 0x0004,
/** @brief The #BearWare.SoundDevice can position user in 3D.
* @see TeamTalkBase.SetUserPosition() */
SOUNDDEVICEFEATURE_3DPOSITION = 0x0008,
/** @brief The #BearWare.SoundDevice can run in duplex mode.
* @see TeamTalkBase.InitSoundDuplexDevices() */
SOUNDDEVICEFEATURE_DUPLEXMODE = 0x0010,
/** @brief The #BearWare.SoundDevice is the default communication device.
* This feature is only supported on #BearWare.SoundSystem.SOUNDSYSTEM_WASAPI. */
SOUNDDEVICEFEATURE_DEFAULTCOMDEVICE = 0x0020,
}
/**
* @brief A struct containing the properties of a sound device
* for either playback or recording.
*
* Use @a nDeviceID to pass to TeamTalkBase.InitSoundInputDevice() or
* TeamTalkBase.InitSoundOutputDevice().
*
* Note that the @a nDeviceID may change if the user application
* is restarted and a new sound device is added or removed from
* the computer.
*
* @see TeamTalkBase.GetSoundDevices */
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct SoundDevice
{
/** @brief The ID of the sound device. Used for passing to
* TeamTalkBase.InitSoundInputDevice() and
* TeamTalkBase.InitSoundOutputDevice(). Note that @a nDeviceID might change
* if USB sound devices are plugged in or unplugged, therefore
* use @a szDeviceID to ensure proper device is used. */
public int nDeviceID;
/** @brief The sound system used by the sound device. */
public SoundSystem nSoundSystem;
/** @brief The name of the sound device. */
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = TeamTalkBase.TT_STRLEN)]
public string szDeviceName;
/** @brief An identifier uniquely identifying the sound device
* even when new sound devices are being added and removed. In
* DirectSound, WASAPI and WinMM it would be the GUID of the sound
* device. Note that it may not always be available. */
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = TeamTalkBase.TT_STRLEN)]
public string szDeviceID;
/**
* @brief A Windows specific ID to the sound device.
*
* For DirectSound and WinMM this is the ID of the device used
* in Win32's waveInGetDevCaps and waveOutGetDevCaps.
* Value will be -1 if no ID could be found This ID can also
* be used to find the corresponding mixer on Windows passing
* it as @a nWaveDeviceID. Note that this ID applies both to
* DirectSound and WinMM.
*
* For WASAPI this ID is the index of
* IMMDeviceEnumerator::EnumAudioEndpoints()
*
* @see WindowsMixer.GetWaveInName
* @see WindowsMixer.GetWaveOutName
* @see WindowsMixer.GetMixerCount */
public int nWaveDeviceID;
/** @brief Whether the sound device supports 3D-sound
* effects. @deprecated Use #BearWare.SoundDeviceFeature.SOUNDDEVICEFEATURE_3DPOSITION. */
public bool bSupports3D;
/** @brief The maximum number of input channels. */
public int nMaxInputChannels;
/** @brief The maximum number of output channels. */
public int nMaxOutputChannels;
/** @brief Supported sample rates by device for recording. A
* zero value terminates the list of supported sample rates or
* its maximum size of #BearWare.TeamTalkBase.TT_SAMPLERATES_MAX. */
[MarshalAs(UnmanagedType.ByValArray, SizeConst = TeamTalkBase.TT_SAMPLERATES_MAX)]
public int[] inputSampleRates;
/** @brief Supported sample rates by device for playback. A
* zero value terminates the list of supported sample rates or
* its maximum size of #BearWare.TeamTalkBase.TT_SAMPLERATES_MAX. */
[MarshalAs(UnmanagedType.ByValArray, SizeConst = TeamTalkBase.TT_SAMPLERATES_MAX)]
public int[] outputSampleRates;
/** @brief The default sample rate for the sound device. */
public int nDefaultSampleRate;
/** @brief Additional features available for this sound
* device. The sound device features can be used to enable
* additional features on the sound device.
* @see SoundDeviceFeature
* @see TeamTalkBase.SetSoundDeviceEffects() */
public SoundDeviceFeature uSoundDeviceFeatures;
}
/**
* @brief Set up audio effects supported by the sound device.
*
* The effects supported by a sound device are listed in the @c
* uSoundDeviceFeatures property of #BearWare.SoundDevice.
*
* To apply audio effects on a sound device call
* TeamTalkBase.SetSoundDeviceEffects() */
public struct SoundDeviceEffects
{
/**
* @brief Enable Automatic Gain Control.
*
* This effect can be enabled on a #BearWare.SoundDevice that has
* #BearWare.SoundDeviceFeature.SOUNDDEVICEFEATURE_AGC flag in @c uSoundDeviceFeatures.
*
* Supported platforms:
* - Windows
* - Automatic gain control is per #BearWare.TeamTalkBase instance.
* - #BearWare.TeamTalkBase instance must initialize sound devices using
* TeamTalkBase.InitSoundDuplexDevices()
* - Android
* - Automatic gain control will be applied on all active
* #BearWare.TeamTalkBase instances.
* @see SoundDeviceFeature.SOUNDDEVICEFEATURE_AGC */
public bool bEnableAGC;
/**
* @brief Enable noise suppression.
*
* This effect can be enabled on a #BearWare.SoundDevice that has
* #BearWare.SoundDeviceFeature.SOUNDDEVICEFEATURE_DENOISE flag in @c
* uSoundDeviceFeatures.
*
* Supported platforms:
* - Windows
* - Noise suppression is per TeamTalkBase instance.
* - #BearWare.TeamTalkBase instance must initialize sound devices using
* TeamTalkBase.InitSoundDuplexDevices()
* - Android
* - Noise suppression will be applied on all active
* #BearWare.TeamTalkBase instance.
* @see SoundDeviceFeature.SOUNDDEVICEFEATURE_DENOISE */
public bool bEnableDenoise;
/**
* @brief Enable echo cancellation.
*
* This effect can be enabled on a #BearWare.SoundDevice that has
* #BearWare.SoundDeviceFeature.SOUNDDEVICEFEATURE_AEC flag in @c uSoundDeviceFeatures.
*
* Supported platforms:
* - Windows
* - Echo cancellation is per TeamTalkBase instance.
* - #BearWare.TeamTalkBase instance must initialize sound devices using
* TeamTalkBase.InitSoundDuplexDevices()
* - Android
* - Echo cancellation will be applied on all active
* #BearWare.TeamTalkBase instance.
* @see SoundDeviceFeature.SOUNDDEVICEFEATURE_AEC */
public bool bEnableEchoCancellation;
}
/**
* @brief IDs for sound devices. */
public struct SoundDeviceConstants
{
/** @brief Sound device ID for iOS AudioUnit subtype Remote I/O
* Unit. @see SOUNDSYSTEM_AUDIOUNIT */
public const int TT_SOUNDDEVICE_ID_REMOTEIO = 0;
/** @brief Sound device ID for iOS AudioUnit subtype Voice-Processing
* I/O Unit.
* This sound device ID include the flag
* #BearWare.SoundDeviceConstants.TT_SOUNDDEVICE_ID_SHARED_FLAG since multiple streams cannot be
* recorded/played on the device. @see SoundSystem.SOUNDSYSTEM_AUDIOUNIT */
public const int TT_SOUNDDEVICE_ID_VOICEPREPROCESSINGIO = (1 | (int)TT_SOUNDDEVICE_ID_SHARED_FLAG);
/** @brief Sound device ID for Android OpenSL ES default audio
* device. Note that this sound device may also exist in the form
* where the @c nDeviceID as been or'ed with
* #BearWare.SoundDeviceConstants.TT_SOUNDDEVICE_ID_SHARED_FLAG. @see SOUNDSYSTEM_OPENSLES_ANDROID */
public const int TT_SOUNDDEVICE_ID_OPENSLES_DEFAULT = 0;
/** @brief Sound device ID for Android OpenSL ES voice communication
* mode. This device uses the OpenSL ES' AndroidConfiguration @c
* SL_ANDROID_RECORDING_PRESET_VOICE_COMMUNICATION @see
* SoundSystem.SOUNDSYSTEM_OPENSLES_ANDROID */
public const int TT_SOUNDDEVICE_ID_OPENSLES_VOICECOM = 1;
/** @brief Sound device ID for virtual TeamTalk sound device.
*
* This is a sound device which decodes received audio packets but
* does not send the decoded audio to a real sound device. When used
* for recording the virtual sound device injects silence.
*
* In duplex mode the virtual TeamTalk sound device can only
* be used as input/output device. @see SOUNDSYSTEM_NONE */
public const int TT_SOUNDDEVICE_ID_TEAMTALK_VIRTUAL = 1978;
/** @brief Flag/bit in @c nDeviceID telling if the #BearWare.SoundDevice is a
* shared version of an existing sound device.
*
* On Android the recording device can only be used by one TeamTalk
* instance. As a workaround for this issue a shared recording device
* has been introduced. Internally TeamTalk initializes
* #BearWare.SoundDeviceConstants.TT_SOUNDDEVICE_ID_OPENSLES_DEFAULT which then resample and
* distribution the audio data to multiple TeamTalk instances.
*
* The shared audio device on Android will show up as
* (TT_SOUNDDEVICE_ID_OPENSLES_DEFAULT | TT_SOUNDDEVICE_ID_SHARED_FLAG),
* i.e. 2048.
*/
public const uint TT_SOUNDDEVICE_ID_SHARED_FLAG = 0x00000800;
/** @brief Extract sound device ID of @c nDeviceID in #BearWare.SoundDevice by
* and'ing this value.
*
* let PhysicalDeviceID = (SoundDevice.nDeviceID & TT_SOUNDDEVICE_ID_MASK). */
public const uint TT_SOUNDDEVICE_ID_MASK = 0x000007FF;
}
/**
* @brief An enum encapsulation the minimum, maximum and default sound
* levels for input and output sound devices. */
public struct SoundLevel
{
/**
* @brief The maximum value of recorded audio.
* @see TeamTalkBase.GetSoundInputLevel
* @see TeamTalkBase.SetVoiceActivationLevel
* @see TeamTalkBase.GetVoiceActivationLevel */
public const int SOUND_VU_MAX = 100;
/**
* @brief The minimum value of recorded audio.
* @see TeamTalkBase.GetSoundInputLevel
* @see TeamTalkBase.SetVoiceActivationLevel
* @see TeamTalkBase.GetVoiceActivationLevel */
public const int SOUND_VU_MIN = 0;
/**
* @brief The maximum volume.
*
* @see BearWare.TeamTalkBase.SetSoundOutputVolume
* @see BearWare.TeamTalkBase.GetSoundOutputVolume
* @see BearWare.TeamTalkBase.SetUserVolume
* @see SOUND_VOLUME_DEFAULT */
public const int SOUND_VOLUME_MAX = 32000;
/**
* @brief The default volume. Use this whenever possible since
* it requires the least amount of CPU usage.
*
* @see BearWare.TeamTalkBase.SetSoundOutputVolume
* @see BearWare.TeamTalkBase.GetSoundOutputVolume
* @see BearWare.TeamTalkBase.SetUserVolume */
public const int SOUND_VOLUME_DEFAULT = 1000;
/**
* @brief The minimum volume.
* @see BearWare.TeamTalkBase.SetSoundOutputVolume
* @see BearWare.TeamTalkBase.GetSoundOutputVolume
* @see BearWare.TeamTalkBase.SetUserVolume */
public const int SOUND_VOLUME_MIN = 0;
/**
* @brief The maximum gain level.
*
* A gain level of 32000 gains the volume by a factor 32. A gain
* level of #BearWare.SoundLevel.SOUND_GAIN_DEFAULT means no gain.
*
* @see BearWare.TeamTalkBase.SetSoundInputGainLevel
* @see BearWare.TeamTalkBase.GetSoundInputGainLevel */
public const int SOUND_GAIN_MAX = 32000;
/**
* @brief The default gain level.
*
* A gain level of 1000 means no gain. Check #BearWare.SoundLevel.SOUND_GAIN_MAX
* and #BearWare.SoundLevel.SOUND_GAIN_MIN to see how to increase and lower gain
* level.
*
* @see BearWare.TeamTalkBase.SetSoundInputGainLevel
* @see BearWare.TeamTalkBase.GetSoundInputGainLevel */
public const int SOUND_GAIN_DEFAULT = 1000;
/**
* @brief The minimum gain level (since it's zero it means
* silence).
*
* A gain level of 100 is 1/10 of the default volume.
*
* @see BearWare.TeamTalkBase.SetSoundInputGainLevel
* @see BearWare.TeamTalkBase.GetSoundInputGainLevel */
public const int SOUND_GAIN_MIN = 0;
}
/**
* @brief An audio block containing the raw audio from a user who
* was talking.
*
* To enable audio blocks first call TeamTalkBase.EnableAudioBlockEvent()
* then whenever new audio is played the event
* TeamTalkBase.OnUserAudioBlock() is generated. Use
* TeamTalkBase.AcquireUserAudioBlock() to retrieve the audio block.
*
* Note that each user is limited to 128 kbytes of audio data.
*
* @see TeamTalkBase.EnableAudioBlockEvent()
* @see TeamTalkBase.AcquireUserAudioBlock()
* @see TeamTalkBase.ReleaseUserAudioBlock() */
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct AudioBlock
{
/** @brief The ID of the stream. The stream id changes every time
* the user enables a new transmission using TeamTalkBase.EnableTransmission()
* or through voice activation. */
public int nStreamID;
/** @brief The sample rate of the raw audio. */
public int nSampleRate;
/** @brief The number of channels used (1 for mono, 2 for stereo). */
public int nChannels;
/** @brief The raw audio in 16-bit integer format array. The
* size of the array in bytes is @c sizeof(short) * @c
* nSamples * @c nChannels. */
public System.IntPtr lpRawAudio;
/** @brief The number of samples in the raw audio array. */
public int nSamples;
/** @brief The index of the first sample in @c lpRawAudio. Its
* value will be a multiple of @c nSamples. The sample index
* can be used to detect overflows of the internal
* buffer. When a user initially starts talking the @c
* nSampleIndex will be 0 and while the user is talking @c
* nSampleIndex will be greater than 0. When the user stops
* talking @c nSampleIndex will be reset to 0 again. */
public uint uSampleIndex;
/** @brief The stream types used to generate the AudioBlock's
* raw audio.
*
* When retrieving audio that has been mixed together from
* multiple sources it can be useful to know what stream types
* were mixed together to generate the AudioBlock.
*
* If 'uStreamTypes' is #BearWare.StreamType.STREAMTYPE_NONE it means that silence
* was inserted. Silence is inserted if no audio was available
* for mixing or the duration from last audio packet was
* received and until @c nStoppedDelayVoice of #BearWare.User has
* expired. @see #BearWare.TeamTalkBase.TT_MUXED_USERID */
StreamType uStreamTypes;
}
/** @} */
/** @addtogroup mediastream
* @{ */
/**
* @brief Status of media file being written to disk.
* @see CLIENTEVENT_USER_RECORD_MEDIAFILE */
public enum MediaFileStatus : uint
{
MFS_CLOSED = 0,
/** @brief Error while processing media file. */
MFS_ERROR = 1,
/** @brief Started processing media file. */
MFS_STARTED = 2,
/** @brief Finished processing media file. */
MFS_FINISHED = 3,
/** @brief Aborted processing of media file. */
MFS_ABORTED = 4,
/** @brief Paused processing of media file. */
MFS_PAUSED = 5,
/** @brief Playing media file with updated @c uElapsedMSec of
* #BearWare.MediaFileInfo. */
MFS_PLAYING = 6
}
/**
* @brief Media file formats supported for muxed audio recordings.
* @see TeamTalkBase.StartRecordingMuxedAudioFile() */
public enum AudioFileFormat : uint
{
/** @brief Used to denote nothing selected. */
AFF_NONE = 0,
/** @brief Store audio in the same format as the #BearWare.Channel's
* configured audio codec.
*
* Audio is stored in OGG format. OGG format is supported by
* https://www.xiph.org/ogg and can be played using VLC media player
* http://www.videolan.org
*
* Requires TeamTalk version 5.2.0.4730.
* @see TeamTalkBase.SetUserMediaStorageDir()
* @see TeamTalkBase.StartRecordingMuxedAudioFile() */
AFF_CHANNELCODEC_FORMAT = 1,
/** @brief Store in PCM 16-bit wave format. */
AFF_WAVE_FORMAT = 2,
/** @brief Store in MP3-format. */
AFF_MP3_16KBIT_FORMAT = 3,
/** @see #BearWare.AudioFileFormat.AFF_MP3_16KBIT_FORMAT */
AFF_MP3_32KBIT_FORMAT = 4,
/** @see #BearWare.AudioFileFormat.AFF_MP3_16KBIT_FORMAT */
AFF_MP3_64KBIT_FORMAT = 5,
/** @see #BearWare.AudioFileFormat.AFF_MP3_16KBIT_FORMAT */
AFF_MP3_128KBIT_FORMAT = 6,
/** @see #BearWare.AudioFileFormat.AFF_MP3_16KBIT_FORMAT */
AFF_MP3_256KBIT_FORMAT = 7,
}
/**
* @brief Struct describing the audio format used by a
* media file.
*
* @see TeamTalkBase.GetMediaFileInfo()
* @see MediaFileInfo
*/
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct AudioFormat
{
/** @brief The audio file format, e.g. wave or MP3. */
public AudioFileFormat nAudioFmt;
/** @brief Sample rate of media file. */
public int nSampleRate;
/** @brief Channels used by media file, mono = 1, stereo = 2. */
public int nChannels;
}
/** @} */
/** @addtogroup videocapture
* @{ */
/**
* @brief The picture format used by a capture device.
*
* @see VideoFormat
* @see VideoCaptureDevice */
public enum FourCC : uint
{
/** @brief Internal use to denote no supported formats. */
FOURCC_NONE = 0,
/** @brief Prefered image format with the lowest bandwidth
* usage. A 640x480 pixel image takes up 460.800 bytes. */
FOURCC_I420 = 100,
/** @brief Image format where a 640x480 pixel images takes up
* 614.400 bytes. */
FOURCC_YUY2 = 101,
/** @brief The image format with the highest bandwidth
* usage. A 640x480 pixel images takes up 1.228.880 bytes. */
FOURCC_RGB32 = 102
}
/**
* @brief A struct containing the properties of a video capture
* format.
*
* A struct for holding a supported video capture format by a
* #BearWare.VideoCaptureDevice. */
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct VideoFormat
{
/** @brief The width in pixels of the video device supported
* video format. */
public int nWidth;
/** @brief The height in pixels of the video device supported
* video format. */
public int nHeight;
/** @brief The numerator of the video capture device's video
* format. Divinding @a nFPS_Numerator with @a
* nFPS_Denominator gives the frame-rate. */
public int nFPS_Numerator;
/** @brief The denominator of the video capture device's video
* format. Divinding @a nFPS_Numerator with @a
* nFPS_Denominator gives the frame-rate.*/
public int nFPS_Denominator;
/** @brief Picture format for capturing. */
public FourCC picFourCC;
}
/**
* @brief A RGB32 image where the pixels can be accessed directly
* in an allocated @a imageBuffer.
*
* Use TeamTalkBase.AcquireUserCaptureFrame() to acquire a user's image and
* remember to call TeamTalkBase.ReleaseUserCaptureFrame() when the image has
* been processed so TeamTalk can release its resources. */
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct VideoFrame
{
/** @brief The width in pixels of the image contained in @a
* frameBuffer. */
public int nWidth;
/** @brief The height in pixels of the image contained in @a
* imageBuffer. */
public int nHeight;
/** @brief A unique identifier for the frames which are part of the
* same video sequence. If the stream ID changes it means the
* frames which are being received are part of a new video sequence
* and @a nWidth and @a nHeight may have changed. The @a nStreamID
* will always be a positive integer value.*/
public int nStreamID;
/** @brief Whether the image acquired is a key-frame. If it is
* not a key-frame and there has been packet loss or a
* key-frame has not been acquired prior then the image may
* look blurred. */
public bool bKeyFrame;
/** @brief A buffer allocated internally by TeamTalkBase. */
public System.IntPtr frameBuffer;
/** @brief The size in bytes of the buffer allocate in @a
* frameBuffer. */
public int nFrameBufferSize;
}
/**
* @brief A struct containing the properties of a video capture
* device.
*
* The information retrieved from the video capture device is used
* to initialize the video capture device using the
* TeamTalkBase.InitVideoCaptureDevice() function.
*
* @see TeamTalkBase.GetVideoCaptureDevices */
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct VideoCaptureDevice
{
/** @brief A string identifying the device. */
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = TeamTalkBase.TT_STRLEN)]
public string szDeviceID;
/** @brief The name of the capture device. */
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = TeamTalkBase.TT_STRLEN)]
public string szDeviceName;
/** @brief @brief The name of the API used to capture video.
*
* The following video capture APIs are supported:
* - AVFoundation (Mac OS)
* - DirectShow (Windows)
* - V4L2 (Linux)
*
* Mac OS's QTkit video capture API was removed in TeamTalk
* 5.2 because Apple's AppStore will reject apps which have
* dependencies to it.
*
* V4L support was removed in TeamTalk 5.2. */
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = TeamTalkBase.TT_STRLEN)]
public string szCaptureAPI;
/** @brief The supported capture formats. */
[MarshalAs(UnmanagedType.ByValArray, SizeConst = TeamTalkBase.TT_VIDEOFORMATS_MAX)]
public VideoFormat[] videoFormats;
/** @brief The number of capture formats available in @a
* captureFormats array. */
public int nVideoFormatsCount;
}
/** @} */
/** @addtogroup desktopshare
* @{ */
/**
* @brief The bitmap format used for a #BearWare.DesktopWindow. */
public enum BitmapFormat : uint
{
/** @brief Used to denote nothing selected. */
BMP_NONE = 0,
/** @brief The bitmap is a 256-colored bitmap requiring a
* palette. The default 256 colored palette is the Netscape
* browser-safe palette. Use TeamTalkBase.Palette_GetColorTable() to
* access or change the palette. The maximum size of a
* 8-bit bitmap is 4095 blocks of 120 by 34 pixels. */
BMP_RGB8_PALETTE = 1,
/** @brief The bitmap is a 16-bit colored bitmap. The maximum
* pixels. */
BMP_RGB16_555 = 2,
/** @brief The bitmap is a 24-bit colored bitmap. The maximum
* size of a 24-bit bitmap is 4095 blocks of 85 by 16
* pixels. */
BMP_RGB24 = 3,
/** @brief The bitmap is a 32-bit colored bitmap. The maximum
* size of a 32-bit bitmap is 4095 blocks of 51 by 20
* pixels. */
BMP_RGB32 = 4
}
/** @brief The protocols supported for transferring a
* #BearWare.DesktopWindow.
*
* So far only one, UDP-based, protocol is supported. */
public enum DesktopProtocol : uint
{
/** @brief Desktop protocol based on ZLIB for image
* compression and UDP for data transmission. */
DESKTOPPROTOCOL_ZLIB_1 = 1
}
/**
* @brief A struct containing the properties of a shared desktop window.
*
* The desktop window is a description of the bitmap which can be retrieved using
* TeamTalkBase.AcquireUserDesktopWindow() or the bitmap which should be transmitted using
* TeamTalkBase.SendDesktopWindow(). */
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct DesktopWindow
{
/** @brief The width in pixels of the bitmap. */
public int nWidth;
/** @brief The height in pixels of the bitmap. */
public int nHeight;
/** @brief The format of the bitmap. */
public BitmapFormat bmpFormat;
/** @brief The number of bytes for each scan-line in the
* bitmap. Zero means 4-byte aligned. */
public int nBytesPerLine;
/** @brief The ID of the session which the bitmap belongs
* to. If the session ID changes it means the user has started
* a new session. This e.g. happens if the desktop session has
* been closed and restart or if the bitmap has been
* resized. Set @c nSessionID to 0 if the desktop window is
* used with TeamTalkBase.SendDesktopWindow(). */
public int nSessionID;
/** @brief The desktop protocol used for transmitting the desktop window. */
public DesktopProtocol nProtocol;
/** @brief A buffer pointing to the bitmap data (often refered to as Scan0). */
public IntPtr frameBuffer;
/** @brief The size in bytes of the buffer allocate in @a
* frameBuffer. Typically @c nBytesPerLine * @c nHeight. */
public int nFrameBufferSize;
}
/**
* @brief The state of a key (or mouse button), i.e. if it's
* pressed or released. @see DesktopInput */
public enum DesktopKeyState : uint
{
/** @brief The key is ignored. */
DESKTOPKEYSTATE_NONE = 0x00000000,
/** @brief The key is pressed. */
DESKTOPKEYSTATE_DOWN = 0x00000001,
/** @brief The key is released. */
DESKTOPKEYSTATE_UP = 0x00000002,
}
/**
* @brief A struct containing a mouse or keyboard event.
*
* The DesktopInput struct is used for desktop access where a
* remote user can control mouse or keybaord on a shared
* desktop. Check out section @ref desktopinput on how to use
* remote desktop access. */
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct DesktopInput
{
/** @brief The X coordinate of the mouse. If used with
* WindowsHelper.Execute() and the mouse position should be
* ignored then set to #BearWare.DesktopInputConstants.DESKTOPINPUT_MOUSEPOS_IGNORE. */
public ushort uMousePosX;
/** @brief The Y coordinate of the mouse. If used with
* TeamTalkBase.DesktopInput_Execute() and the mouse position should be
* ignored then set to #BearWare.DesktopInputConstants.DESKTOPINPUT_MOUSEPOS_IGNORE. */
public ushort uMousePosY;
/** @brief The key-code (or mouse button) pressed. If used
* with TeamTalkBase.DesktopInput_Execute() and no key (or mouse button)
* is pressed then set to #BearWare.DesktopInputConstants.DESKTOPINPUT_KEYCODE_IGNORE.
* Read section @ref transdesktopinput on issues with
* key-codes and keyboard settings. */
public uint uKeyCode;
/** @brief The state of the key (or mouse button) pressed,
* i.e. if it's up or down. */
public DesktopKeyState uKeyState;
/** @brief When true initializes the desktop input to ignore mouse and key values. */
public DesktopInput(bool set_defaults)
{
if (set_defaults)
{
uMousePosX = uMousePosY = (ushort)DesktopInputConstants.DESKTOPINPUT_MOUSEPOS_IGNORE;
uKeyCode = DesktopInputConstants.DESKTOPINPUT_KEYCODE_IGNORE;
uKeyState = DesktopKeyState.DESKTOPKEYSTATE_NONE;
}
else
{
uMousePosX = uMousePosY = 0;
uKeyCode = 0;
uKeyState = DesktopKeyState.DESKTOPKEYSTATE_NONE;
}
}
}
/** @brief Constants for #BearWare.DesktopInput. */
public struct DesktopInputConstants
{
/** @ingroup desktopshare
*
* If @c uKeyCode in #BearWare.DesktopInput is set to
* #BearWare.DesktopInputConstants.DESKTOPINPUT_KEYCODE_IGNORE
* it means no key (or mouse button) was pressed in the
* desktop input event and WindowsHelper.DesktopInputExecute() will
* ignore the value. */
public const uint DESKTOPINPUT_KEYCODE_IGNORE = 0xFFFFFFFF;
/** @ingroup desktopshare
*
* If @c uMousePosX or @c uMousePosY in #BearWare.DesktopInput
* are set to
* #BearWare.DesktopInputConstants.DESKTOPINPUT_MOUSEPOS_IGNORE
* it means the mouse position is ignored when calling
* WindowsHelper.Execute(). */
public const ushort DESKTOPINPUT_MOUSEPOS_IGNORE = 0xFFFF;
/** @ingroup desktopshare
*
* If @c uKeyCode of #BearWare.DesktopInput is set to
* #BearWare.DesktopInputConstants.DESKTOPINPUT_KEYCODE_LMOUSEBTN
* then WindowsDesktopInput.Execute() will see the key-code as
* a left mouse button click. */
public const uint DESKTOPINPUT_KEYCODE_LMOUSEBTN = 0x1000;
/** @ingroup desktopshare
*
* If @c uKeyCode of #BearWare.DesktopInput is set to
* #BearWare.DesktopInputConstants.DESKTOPINPUT_KEYCODE_RMOUSEBTN
* then WindowsDesktopInput.Execute() will see the key-code as
* a right mouse button click. */
public const uint DESKTOPINPUT_KEYCODE_RMOUSEBTN = 0x1001;
/** @ingroup desktopshare
*
* If @c uKeyCode of #BearWare.DesktopInput is set to
* #BearWare.DesktopInputConstants.DESKTOPINPUT_KEYCODE_MMOUSEBTN
* then WindowsDesktopInput.Execute() will see the key-code as
* a middle mouse button click. */
public const uint DESKTOPINPUT_KEYCODE_MMOUSEBTN = 0x1002;
}
/** @} */
/** @addtogroup codecs
* @{ */
/** @brief Speex audio codec settings for Constant Bitrate mode
* (CBR).
*
* @deprecated Use #BearWare.OpusCodec.
*
* @see SpeexVBRCodec */
[StructLayout(LayoutKind.Explicit, CharSet = CharSet.Unicode)]
public struct SpeexCodec
{
/** @brief Set to 0 for 8 KHz (narrow band), set to 1 for 16 KHz
* (wide band), set to 2 for 32 KHz (ultra-wide band). */
[FieldOffset(0)]
public int nBandmode;
/** @brief A value from 1-10. As of DLL version 4.2 also 0 is
* supported.*/
[FieldOffset(4)]
public int nQuality;
/** @brief Milliseconds of audio data before each
* transmission.
*
* Speex uses 20 msec frame sizes. Recommended is 40 msec. Min
* is 20, max is 500 msec.
*
* The #BearWare.SoundSystem must be able to process audio packets at
* this interval. In most cases this makes less than 40 msec
* transmission interval unfeasible. */
[FieldOffset(8)]
public int nTxIntervalMSec;
/** @brief Playback should be done in stereo. Doing so will
* disable 3d-positioning.
*
* @see TeamTalkBase.SetUserPosition
* @see TeamTalkBase.SetUserStereo */
[FieldOffset(12)]
public bool bStereoPlayback;
}
/** @brief Speex audio codec settings for Variable Bitrate mode
* (VBR).
*
* @deprecated Use #BearWare.OpusCodec.
*/
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct SpeexVBRCodec
{
/** @brief Set to 0 for 8 KHz (narrow band), set to 1 for 16 KHz
* (wide band), set to 2 for 32 KHz (ultra-wide band). */
public int nBandmode;
/** @brief A value from 0-10. If @c nBitRate is non-zero it
* will override this value. */
public int nQuality;
/** @brief The bitrate at which the audio codec should output
* encoded audio data. Dividing it by 8 gives roughly the
* number of bytes per second used for transmitting the
* encoded data. For limits check out
* #BearWare.SpeexConstants. Note that specifying @c nBitRate
* will override nQuality. */
public int nBitRate;
/** @brief The maximum bitrate at which the audio codec is
* allowed to output audio. Set to zero if it should be
* ignored. */
public int nMaxBitRate;
/** @brief Enable/disable discontinuous transmission. When
* enabled Speex will ignore silence, so the bitrate will
* become very low. */
public bool bDTX;
/** @brief Milliseconds of audio data before each transmission.
*
* Speex uses 20 msec frame sizes. Recommended is 40 msec. Min
* is 20, max is 500 msec.
*
* The #BearWare.SoundSystem must be able to process audio packets at
* this interval. In most cases this makes less than 40 msec
* transmission interval unfeasible. */
public int nTxIntervalMSec;
/** @brief Playback should be done in stereo. Doing so will
* disable 3d-positioning.
*
* @see TeamTalkBase.SetUserPosition
* @see TeamTalkBase.SetUserStereo */
public bool bStereoPlayback;
}
/** @brief Speex constants for #BearWare.SpeexCodec and #BearWare.SpeexVBRCodec. */
public struct SpeexConstants
{
/** @brief Use #BearWare.SpeexCodec or #BearWare.SpeexVBRCodec as 8 KHz */
public const int SPEEX_BANDMODE_NARROW = 0;
/** @brief Use #BearWare.SpeexCodec or #BearWare.SpeexVBRCodec as 16 KHz */
public const int SPEEX_BANDMODE_WIDE = 1;
/** @brief Use #BearWare.SpeexCodec or #BearWare.SpeexVBRCodec as 32 KHz */
public const int SPEEX_BANDMODE_UWIDE = 2;
/** @brief The minimum quality for Speex codec. */
public const int SPEEX_QUALITY_MIN = 0;
/** @brief The maximum quality for Speex codec. */
public const int SPEEX_QUALITY_MAX = 10;
/** @brief The minimum bitrate for Speex codec in 8 KHz
* mode, i.e. quality set to 0. */
public const int SPEEX_NB_MIN_BITRATE = 2150;
/** @brief The maximum bitrate for Speex codec in 8 KHz
* mode, i.e. quality set to 10. */