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chat_manager::initialize

Initializes the object instance.

Syntax

Parameters

maxChatUserCount   _In_
Type: uint32_t
The maximum total number of local and remote users that will be added to the local chat_manager instance at any given time. Game Chat pre-allocates memory proportional to the number of users. defaultAudioRenderVolume   _In_range_(0,1)
Type: float
The audio render volume that will be used for new users. defaultLocalToRemoteCommunicationRelationship   _In_
Type: game_chat_communication_relationship_flags
The default communication relationship that will be used between local and remote users. I.e. when a remote user joins, this will be the default relationship used between all existing local users and that remote user. When a local user joins, this will be the default relationship between that local user and all existing remote users. sharedDeviceResolutionMode   _In_
Type: game_chat_shared_device_communication_relationship_resolution_mode
The resolution mode used for users on a shared device who have conflicting communication relationships. speechToTextConversionMode   _In_
Type: game_chat_speech_to_text_conversion_mode
Configures the speech-to-text conversion mode. audioManipulationMode   _In_
Type: game_chat_audio_manipulation_mode_flags
Passing this param as game_chat_audio_manipulation_mode_flags::none allows audio to flow through Game Chat uninterrupted. Passing this param with the game_chat_audio_manipulation_mode_flags::pre_encode_stream_manipulation bit set grants access to chat user audio data for processing and manipulation on the sender-side. Access to the audio data is enabled through the use of the pre_encode_audio_stream objects. These objects can be queried for using the chat_manager::get_pre_encode_audio_streams method. When Game Chat creates, closes, and destroys pre_encode_audio_stream objects, corresponding game_chat_stream_state_change events will be generated. Passing this param with the game_chat_audio_manipulation_mode_flags::post_decode_stream_manipulation bit set grants access to chat user audio data for processing and manipulation on the receiver-side. Access to the audio data is enabled through the use of the post_decode_audio_source_stream and post_decode_audio_sink_stream objects. These objects can be queried for using the chat_manager::get_post_decode_audio_source_streams and chat_manager::get_post_decode_audio_sink_streams methods. When Game Chat creates, closes, and destroys post_decode_audio_source_stream and post_decode_audio_sink_stream objects, corresponding game_chat_stream_state_change events will be generated.

Return value

Type: void

Remarks

This must be called before any other method, aside from the static methods chat_manager::singleton_instance(), chat_manager::set_memory_callbacks(), chat_manager::get_memory_callbacks(), chat_manager::set_thread_processor(), and chat_manager::get_thread_processor(). chat_manager::initialize() cannot be called again without a subsequent chat_manager::cleanup() call. Every call to chat_manager::initialize() should have a corresponding chat_manager::cleanup() call.

Requirements

Header: GameChat2.h Supported platforms: Windows, XBOX One family consoles and XBOX Series consoles

See also

chat_manager
chat_manager::cleanup
chat_manager::singleton_instance
chat_manager::set_memory_callbacks
chat_manager::get_memory_callbacks
chat_manager::set_thread_processor
chat_manager::get_thread_processor
pre_encode_audio_stream
post_decode_audio_source_stream
post_decode_audio_sink_stream
Last modified on August 20, 2026