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game_chat_audio_format

Describes the format information needed to interpret Game Chat 2 audio data.

Syntax

Members

sample_rate  
Type: uint32_t
The sample frequency at which each channel should be played or recorded. channel_mask  
Type: uint32_t
The channel mask with which to override the assignment of channels in a multichannel audio stream to speaker positions. For the bit-to-speaker mapping of this value, see the description of the dwChannelMask member for the WAVEFORMATEXTENSIBLE structure on Microsoft Docs. To use the default mapping, set this to 0. channel_count  
Type: uint16_t
The number of channels of audio data. bits_per_sample  
Type: uint16_t
The number of bits per sample. If this value is not byte-divisible, it is assumed that the containing sample type is padded with bits to make it byte-divisible. sample_type  
Type: game_chat_sample_type
Specifies whether Game Chat 2 is using Pulse Code Manipulation (PCM) data represented by integers (game_chat_sample_type::integer) or floating-point numbers (game_chat_sample_type::ieee_float). is_interleaved  
Type: bool
A flag representing whether the multichannel audio stream is interleaved for multi-channel formats. Audio retrieved from Game Chat 2 is always marked as interleaved. This parameter has meaning only if game_chat_audio_format::channel_count is greater than 1.

Remarks

This structure is used to describe the format of audio data for pre-encode audio streams, post-decode audio source streams, and post-decode audio sink streams in Game Chat 2. The following functions get or set the game_chat_audio_format used by their corresponding stream objects: For more information about audio formats, see Real-time audio manipulation.

Requirements

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

See also

Intro to Game Chat 2
chat_manager
pre_encode_audio_stream
post_decode_audio_sink_stream
post_decode_audio_source_stream
GameChat2 members
Last modified on August 20, 2026