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ESO Lua File v100029

ingame/voicechat/console/zo_voicechat_manager.lua

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--Global voice chat related functions and data
function ZO_VoiceChat_GetChannelDataFromName(channelName)
    local channelType, guildId, guildRoomNumber = VoiceChatGetChannelInfo(channelName)
    local channelData = {
        channelType = channelType,
        guildId = guildId, --this value is invalid when retrieved for a guild channel that is no longer available
        guildRoomNumber = guildRoomNumber
    }
    return channelData
end
function ZO_VoiceChat_IsNameLocalPlayers(displayName)
    return displayName == GetDisplayName()
end
VOICE_CHAT_OFFICERS_ROOM_NUMBER = 0 --The guild channel # we use to represent the special Officer's channel.
VOICE_CHAT_ICON_MUTED_PLAYER = "EsoUI/Art/VOIP/Gamepad/gp_VOIP_muted.dds"
VOICE_CHAT_ICON_LISTENING_CHANNEL = "EsoUI/Art/VOIP/Gamepad/gp_VOIP_listening.dds"
--------------------------------------------------------------------------------
-- VoiceChat History Data
-- Helper class for saving and sorting the speaker history of each channel.
--------------------------------------------------------------------------------
local HISTORY_ENTRY_LIMIT = 15
local HistoryData = ZO_Object:Subclass()
function HistoryData:New()
    local obj = ZO_Object.New(self)
    obj.list = {} --entries toward the end of the list are considered newer
    obj.map = {}
    return obj
end
function HistoryData:UpdateUser(displayName)
    local newEntry = {
        displayName = displayName,
        lastTimeSpoken = GetFrameTimeMilliseconds(),
        isMuted = false,
    }
    if self.map[displayName] then
        self:RemoveUser(displayName)
    end
    
    table.insert(self.list, newEntry)
    --Maintain max size
    if #self.list > HISTORY_ENTRY_LIMIT then
        local data = self.list[1]
        self.map[data.displayName] = nil
        table.remove(self.list, 1)
    end
    self.map[displayName] = newEntry
end
function HistoryData:UpdateUserMute(displayName, isMuted)
    if self.map[displayName] then
        self.map[displayName].isMuted = isMuted
    end
end
function HistoryData:UpdateMutes(mutedUsers)
    for i = 1, #self.list do
        local speakerData = self.list[i]
        speakerData.isMuted = mutedUsers[speakerData.displayName]
    end
end
function HistoryData:RemoveUser(displayName)
    for i = 1, #self.list do
        if self.list[i].displayName == displayName then
            table.remove(self.list, i)
            break
        end
    end
    self.map[displayName] = nil
end
--------------------------------------------------------------------------------
-- VoiceChat Participants Data
-- Helper class for saving and sorting the participants of each channel.
--------------------------------------------------------------------------------
local SORT_KEYS = {
    displayName = {}
}
local SORT_BY_OCCURRENCE = true
local DONT_SORT_BY_OCCURRENCE = false
local function SortParticipantEntries(entry1, entry2)
    return ZO_TableOrderingFunction(entry1, entry2, "displayName", SORT_KEYS, ZO_SORT_ORDER_UP)
end
local ParticipantsData = ZO_Object:Subclass()
function ParticipantsData:New(sortByOccurrence)
    local obj = ZO_Object.New(self)
    obj.list = {}
    obj.map = {}
    obj.sortByOccurrence = sortByOccurrence --when true, newer entries occur first in the list
    return obj
end
function ParticipantsData:AddOrUpdateParticipant(displayName, speakStatus, isMuted)
    if self.map[displayName] then
        self:UpdateParticipantStatus(displayName, speakStatus, isMuted)
        return
    end
    table.insert(self.list, 1, {displayName = displayName, speakStatus = speakStatus, isMuted = isMuted})
    self.map[displayName] = self.list[1]
    if not self.sortByOccurrence then
        table.sort(self.list, SortParticipantEntries)
    end
end
function ParticipantsData:RemoveParticipant(displayName)
    for i = 1, #self.list do
        if self.list[i].displayName == displayName then
            table.remove(self.list, i)
            self.map[displayName] = nil
            break
        end
    end
end
function ParticipantsData:GetParticipant(displayName)
    return self.map[displayName]
end
function ParticipantsData:GetParticipantIndex(displayName)
    for i = 1, #self.list do
        if self.list[i].displayName == displayName then
            return i
        end
    end
    return nil
end
function ParticipantsData:UpdateParticipantStatus(displayName, speakStatus, isMuted)
    local index = self:GetParticipantIndex(displayName)
    if index then
        local speakerData = self.list[index]
        if speakStatus then
            speakerData.speakStatus = speakStatus
            if speakStatus == VOICE_CHAT_SPEAK_STATE_SPEAKING then
                speakerData.lastTimeSpoken = GetFrameTimeMilliseconds()
            end
        end
        --Only update the mute status if an argument was provided
        if isMuted ~= nil then
            speakerData.isMuted = isMuted
        end
    
        if self.sortByOccurrence then
            if speakStatus == VOICE_CHAT_SPEAK_STATE_SPEAKING then
                --Move the user to the end of the list
                table.remove(self.list, index)
                table.insert(self.list, 1, speakerData)
            end
        end
    end
end
function ParticipantsData:UpdateMutes(mutedUsers)
    for i = 1, #self.list do
        local speakerData = self.list[i]
        speakerData.isMuted = mutedUsers[speakerData.displayName]
    end
end
function ParticipantsData:Size()
    return #self.list
end
function ParticipantsData:ClearParticipants()
    self.list = {}
    self.map = {}
end
--------------------------------------------------------------------------------
--Voice Chat Manager
-- Data manager for Voice Chat. Also handles the channel joining automation
-- and 1+1 Active/Passive channel functionality.
--------------------------------------------------------------------------------
local SAVE_SETTINGS_DELAY = 2000 --the delay until the settings will save after being changed
VOICE_CHAT_MANAGER = nil
ZO_VoiceChat_Manager = ZO_CallbackObject:Subclass()
function ZO_VoiceChat_Manager:New()
    local manager = ZO_CallbackObject.New(self)
    manager:Initialize()
    return manager
end
function ZO_VoiceChat_Manager:Initialize()
    --Use a delayed callback after making a Voice Chat related server request to temporarily lock out
    --further requests. This is to give the first request a chance to complete.
    self.areRequestsAllowed = true
    self.requestDelayFunction = function()
        self.areRequestsAllowed = true
        self:FireCallbacks("RequestsAllowed")
    end
    --Use a delayed callback after changing a setting so that we can save just once for multiple changes.
    self.saveSettingsCount = 0
    self.saveSettingsFunction = function()
        self.saveSettingsCount = math.max(self.saveSettingsCount - 1, 0)
        if self.saveSettingsCount == 0 then
            ZO_SavePlayerConsoleProfile()
        end
    end
    
    self.channelData = {
        [VOICE_CHANNEL_AREA] = {
            channelType = VOICE_CHANNEL_AREA,
            guildId = 0,
            guildRoomNumber = 0,
             name = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_AREA),
            description = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_DESCRIPTION_AREA),
            historyData = HistoryData:New(),
            hasBadReputation = DoesLocalPlayerHaveBadReputation(),
        },
        [VOICE_CHANNEL_GROUP] = {
            channelType = VOICE_CHANNEL_GROUP,
            guildId = 0,
             guildRoomNumber = 0,
             name = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_GROUP),
            description = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_DESCRIPTION_GROUP),
            historyData = HistoryData:New(),
        },
        [VOICE_CHANNEL_GUILD] = {}, --populates during channel retrieval
        [VOICE_CHANNEL_BATTLEGROUP] = {
            channelType = VOICE_CHANNEL_BATTLEGROUP,
            guildId = 0,
             guildRoomNumber = 0,
             name = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_GROUP),
            description = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_DESCRIPTION_GROUP),
            historyData = HistoryData:New(),
        },
    }
    --The guild ids are dirtied and will need to be refreshed for all guild channels whenever a guild is joined or left.
    self.guildIdsDirty = false
    --The guild ids we can retrieve from engine are invalid for channels that just became unavailable. We'll need to keep
    --a local cache so we can id guilds for certain channel events.
    self.guildChannelsToIds = {}
    self.participantsData = {}
    self.participantsData[VOICE_CHANNEL_AREA] = ParticipantsData:New(SORT_BY_OCCURRENCE)
    self.participantsData[VOICE_CHANNEL_GROUP] = ParticipantsData:New(DONT_SORT_BY_OCCURRENCE)
    self.participantsData[VOICE_CHANNEL_GUILD] = {} --populates during channel retrieval
    self.participantsData[VOICE_CHANNEL_BATTLEGROUP] = ParticipantsData:New(DONT_SORT_BY_OCCURRENCE)
    self.mutedUsers = {}
    self:UpdateMutes()
    self.activeChannel = nil --a channel we're joined to and transmitting on
    self.passiveChannel = nil --a channel we're joined to, but only listening to
    self.desiredPassiveChannel = nil
    self.desiredActiveChannel = nil
end
function ZO_VoiceChat_Manager:RegisterForEvents()
    local function RetrieveParticipants(channel)
        self:GetParticipantData(channel):ClearParticipants()
        VoiceChatRequestChannelUsers(channel.channelName)
    end
    local function DoLoginJoinsDefault()
        local areaChannel = self.channelData[VOICE_CHANNEL_AREA]
        local groupChannel = self.channelData[VOICE_CHANNEL_GROUP]
          local bgChannel = self.channelData[VOICE_CHANNEL_BATTLEGROUP]
        if bgChannel.isAvailable then
            self:SetDesiredActiveChannel(bgChannel)
            self:SetDesiredPassiveChannel(areaChannel)
          elseif groupChannel.isAvailable then
            self:SetDesiredActiveChannel(groupChannel)
            self:SetDesiredPassiveChannel(areaChannel)
            
        elseif NonContiguousCount(self.channelData[VOICE_CHANNEL_GUILD]) > 0 then
            --Join the first iterated guild room
            for guildId, guildData in pairs(self.channelData[VOICE_CHANNEL_GUILD]) do
                for roomIndex, roomChannel in pairs(guildData.rooms) do
                    self:SetDesiredActiveChannel(roomChannel)
                    self:SetDesiredPassiveChannel(areaChannel)
                    return
                end
            end
        else
            self:SetDesiredActiveChannel(areaChannel)
        end
    end
    local function DoLoginJoinsUserPreferred()
        local function DetermineChannelFromSetting(desiredChannelSetting)
            local channelType = desiredChannelSetting.channelType
            if not channelType then
                return nil
            end
            if channelType == VOICE_CHANNEL_GUILD then
                local guildName = desiredChannelSetting.guildName
                local guildRoomNumber = desiredChannelSetting.guildRoomNumber
                return self:GetGuildChannelByName(guildName, guildRoomNumber)
            else
                local channel = self.channelData[channelType]
                return channel.isAvailable and channel or nil
            end
        end
        local desiredActiveChannel = DetermineChannelFromSetting(self.savedVars.desiredActiveChannel)
        local desiredPassiveChannel = DetermineChannelFromSetting(self.savedVars.desiredPassiveChannel)
        if not desiredActiveChannel then
            desiredActiveChannel = desiredPassiveChannel
            desiredPassiveChannel = nil
        end
        self:SetDesiredActiveChannel(desiredActiveChannel)
        self:SetDesiredPassiveChannel(desiredPassiveChannel)
    end
    local function DoLoginJoins()
        if self.savedVars.isFirstRun then
            DoLoginJoinsDefault()
            self.savedVars.isFirstRun = false
        else
            DoLoginJoinsUserPreferred()
        end
        self.didLoginJoins = true
        --Changing channels before we have initialized our desired channels from saved vars is dangerous because we will end up swapping back out of the group channel when we do the init from
        --saved vars, or even worse than that, if we try to change channels when there are no saved vars yet (before addon loaded) it will error. So we hold onto this group channel join until
        --we've set the initial desired channels from saved vars.
        if self.localPlayerJoinedGroupBeforeLoginJoins then
            self.localPlayerJoinedGroupBeforeLoginJoins = nil
            if IsUnitGrouped("player") then
                local bestGroupChannel = self.channelData[VOICE_CHANNEL_BATTLEGROUP]
                if not bestGroupChannel.isAvailable then
                    bestGroupChannel = self.channelData[VOICE_CHANNEL_GROUP]
                end
                self:SetAndSwapDesiredActiveChannel(bestGroupChannel)
            end
        end
    end
    local function SwapOnLosingActiveGuildChannel()
        local groupChannel = self.channelData[VOICE_CHANNEL_GROUP]
        local bgChannel = self.channelData[VOICE_CHANNEL_BATTLEGROUP]
        if bgChannel.isAvailable then
            self:SetDesiredActiveChannel(bgChannel)
        elseif groupChannel.isAvailable then
            self:SetDesiredActiveChannel(groupChannel)
        else
            self:SetDesiredActiveChannel(self.desiredPassiveChannel)
            self:SetDesiredPassiveChannel(nil)
        end
    end
    
    local function TryClearPassiveChannel(channel)
        if self.passiveChannel == channel then
            self.passiveChannel = nil
        end
    end
    
    local function TryClearActiveChannel(channel)
        if self.activeChannel == channel then
            self.activeChannel = nil
        end
    end
    --Event Handlers
    local function OnAddOnLoaded(name)
        if name == "ZO_Ingame" then
            --Load the preferred channel settings
            local defaultSettings = {
                isFirstRun = true,
                desiredActiveChannel = {},
                desiredPassiveChannel = {},
            }
            self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 1, "VoiceChat", defaultSettings)
            EVENT_MANAGER:UnregisterForEvent("ZO_VoiceChat_OnAddOnLoaded", EVENT_ADD_ON_LOADED)
            
            --We wait to request the list of channels until after we've loaded settings
            VoiceChatGetChannels()
        end
    end
    local function OnPlayerActivated()
        --Only automatically join channels on the first activation after logging into the game.
        if VoiceChatGetShouldDoLoginJoins() then
            --We can activate at the same time we're receiving the channel events, so delay any
            --automatic joining until we determine all the available channels.
            zo_callLater(DoLoginJoins, 1500)
            VoiceChatSetShouldDoLoginJoins(false)
        end
        --Special case for handling the group being destroyed while zoning.
        if not IsUnitGrouped("player") then
            local bgChannel = self.channelData[VOICE_CHANNEL_BATTLEGROUP]
               if bgChannel.isAvailable then
                    self:ClearAndSwapChannel(bgChannel)
               end
            local groupChannel = self.channelData[VOICE_CHANNEL_GROUP]
            self:ClearAndSwapChannel(groupChannel)
        end
    end
    
    local function OnGroupMemberJoined(rawCharacterName)
        if(GetRawUnitName("player") == rawCharacterName) then
            --Changing channels before we have initialized our desired channels from saved vars is dangerous because we will end up swapping back out of the group channel when we do the init from
            --saved vars, or even worse than that, if we try to change channels when there are no saved vars yet (before addon loaded) it will error. So we hold onto this group channel join until
            --we've set the initial desired channels from saved vars.
            if self.didLoginJoins then
                local bestGroupChannel = self.channelData[VOICE_CHANNEL_BATTLEGROUP]
                if not bestGroupChannel.isAvailable then
                    bestGroupChannel = self.channelData[VOICE_CHANNEL_GROUP]
                end
                self:SetAndSwapDesiredActiveChannel(bestGroupChannel)
            else
                self.localPlayerJoinedGroupBeforeLoginJoins = true
            end
        end
    end
    local function OnGroupMemberLeft(characterName, reason, isLocalPlayer, isLeader)
        if isLocalPlayer then
            --Changing channels before we have initialized our desired channels from saved vars is dangerous because we will end up swapping back out of the group channel when we do the init from
            --saved vars, or even worse than that, if we try to change channels when there are no saved vars yet (before addon loaded) it will error. So we hold onto this group channel join until
            --we've set the initial desired channels from saved vars.
            if self.didLoginJoins then
                local groupChannel = self.channelData[VOICE_CHANNEL_GROUP]
                self:ClearAndSwapChannel(groupChannel)
            else
                self.localPlayerJoinedGroupBeforeLoginJoins = nil
            end
        end
    end
    local function OnSelfJoinedGuild(guildId, displayName)
        --We should only automatically join this guild's channel if we're not already in a group or guild channel
        local desiredActiveChannel = self.desiredActiveChannel
        if desiredActiveChannel then
            local channelType = desiredActiveChannel.channelType
            if channelType == VOICE_CHANNEL_GUILD or channelType == VOICE_CHANNEL_GROUP or channelType == VOICE_CHANNEL_BATTLEGROUP then
                return
            end
        end
        local desiredPassiveChannel = self.desiredPassiveChannel
        if desiredPassiveChannel then
            local channelType = desiredPassiveChannel.channelType
            if channelType == VOICE_CHANNEL_GUILD or channelType == VOICE_CHANNEL_GROUP or channelType == VOICE_CHANNEL_BATTLEGROUP then
                return
            end
        end
        --We'll get this guild join event and the corresponding channel available event in a nondeterminite order. Only join it when it's ready.
        local adHocChannelData = {channelType = VOICE_CHANNEL_GUILD, guildId = guildId, guildRoomNumber = 1} --just choose the first non-officer guild room to join
        if self:DoesChannelExist(adHocChannelData) then
            --The channel is initialized, so join it
            local channel = self:GetChannel(adHocChannelData)
            self:SetAndSwapDesiredActiveChannel(channel)
        else
            --The channel isn't initialized yet, so flag to join it once it is
            self.autoJoiningGuildButNotAvailable = true
        end
    end
    local function OnSelfLeftGuild(guildId, displayName)
        if self.desiredActiveChannel and self.desiredActiveChannel.guildId == guildId then
            SwapOnLosingActiveGuildChannel()
        elseif self.desiredPassiveChannel and self.desiredPassiveChannel.guildId == guildId then
            self:SetDesiredPassiveChannel(nil)
        end
    end
    local function OnGuildDataLoaded()
        self:RefreshGuildChannelIds()
    end
    local function OnGuildRankChanged(guildId, rankIndex)
        --We can lose permission to access a channel while in it. Leave the channel when this occurs.
        local desiredActiveChannel = self.desiredActiveChannel
        local desiredPassiveChannel = self.desiredPassiveChannel
        local hasRoomPermission = DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_CHAT)
        local hasOfficerPermission = DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_OFFICER_CHAT_WRITE)
        if desiredActiveChannel and desiredActiveChannel.guildId == guildId then
            if desiredActiveChannel.guildRoomNumber == VOICE_CHAT_OFFICERS_ROOM_NUMBER then
                if not hasOfficerPermission then
                    SwapOnLosingActiveGuildChannel()
                end
            else
                if not hasRoomPermission then
                    SwapOnLosingActiveGuildChannel()
                end
            end
        elseif desiredPassiveChannel and desiredPassiveChannel.guildId == guildId then
            if desiredPassiveChannel.guildRoomNumber == VOICE_CHAT_OFFICERS_ROOM_NUMBER then
                if not hasOfficerPermission then
                    self:SetDesiredPassiveChannel(nil)
                end
            else
                if not hasRoomPermission then
                    self:SetDesiredPassiveChannel(nil)
                end
            end
        end
    end
    local function OnGuildMemberRankChanged(guildId, displayName, rankIndex)
        if ZO_VoiceChat_IsNameLocalPlayers(displayName) then
            OnGuildRankChanged(guildId, rankIndex)
        end
    end
    --Voice Channel Event Handlers
    local function OnVoiceChannelJoined(channelName)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        if not self:DoesChannelExist(channelData) then
            return
        end
        local channel = self:GetChannel(channelData)
        channel.isJoined = true
        
        if self.desiredPassiveChannel == channel then
            self.passiveChannel = channel
        end
        RetrieveParticipants(channel)
        self:FireCallbacks("ChannelsUpdate")
    end
    local function OnVoiceChannelLeft(channelName)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        
        --The guild id in the channel data is invalid for this event, so use the cache
        if channelData.channelType == VOICE_CHANNEL_GUILD then
            channelData.guildId = self.guildChannelsToIds[channelName]
            if not channelData.guildId then
                return
            end
        end
        local channel = self:GetChannel(channelData)
        channel.isJoined = false
        channel.isTransmitting = false
        TryClearPassiveChannel(channel)
        TryClearActiveChannel(channel)
        self:FireCallbacks("ChannelsUpdate")
        self:FireCallbacks("ParticipantsUpdate")
    end
    local function OnVoiceChannelAvailable(channelName, isMuted, isJoined, isTransmitting)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        local channelType = channelData.channelType
        --Ignore invalid channels. Probably not necessary anymore, but it was a quick fix to an
        --early problem where the engine could send us invalid availability events.
        if channelType == VOICE_CHANNEL_NONE then
            return
        elseif channelType == VOICE_CHANNEL_BATTLEGROUP then
               local currentGroupChannel = self.channelData[VOICE_CHANNEL_GROUP]
               if currentGroupChannel.isAvailable then
                    TryClearPassiveChannel(currentGroupChannel)
                    TryClearActiveChannel(currentGroupChannel)
               end
               self:SetAndSwapDesiredActiveChannel(self:GetChannel(channelData))
          elseif channelType == VOICE_CHANNEL_GUILD then
            local guildId = channelData.guildId
            local guildRoomNumber = channelData.guildRoomNumber
            self:AddGuildChannelRoom(channelName, guildId, guildRoomNumber)
            self.guildIdsDirty = true
            --Check if we tried to join the channel from the guild join event, but needed to wait
            --for this channel available event.
            if self.autoJoiningGuildButNotAvailable then
                self.autoJoiningGuildButNotAvailable = nil
                self:SetAndSwapDesiredActiveChannel(self:GetChannel(channelData))
            end
        end
        local channel = self:GetChannel(channelData)
        channel.channelName = channelName
        channel.isAvailable = true
        channel.isJoined = isJoined
        channel.isTransmitting = isTransmitting
        if isJoined then
            if isTransmitting then
                self.activeChannel = channel
                self:SetDesiredActiveChannel(channel)
            else
                self.passiveChannel = channel
                self:SetDesiredPassiveChannel(channel)
            end
            RetrieveParticipants(channel)
        end
        self:FireCallbacks("ChannelsUpdate")
    end
    local function OnVoiceChannelUnavailable(channelName)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        --The guild id in the channel data is invalid for this event, so use the cache
        if channelData.channelType == VOICE_CHANNEL_GUILD then
            channelData.guildId = self.guildChannelsToIds[channelName]
            if not channelData.guildId then
                return
            end
        end
          
        local channel = self:GetChannel(channelData)
        channel.isAvailable = false
        channel.isJoined = false
        channel.isTransmitting = false
        TryClearPassiveChannel(channel)
        TryClearActiveChannel(channel)
        
        if channel.channelType == VOICE_CHANNEL_GUILD then
            self:RemoveGuildChannelRoom(channel.channelName, channel.guildId, channel.guildRoomNumber)
            self.guildIdsDirty = true
        end
          if channelData.channelType == VOICE_CHANNEL_BATTLEGROUP then
               local groupChannel = self.channelData[VOICE_CHANNEL_GROUP]
               if groupChannel.isAvailable then
                    self:SetAndSwapDesiredActiveChannel(groupChannel)
               else
                    local areaChannel = self.channelData[VOICE_CHANNEL_AREA]
                    if areaChannel.isAvailable then
                         self:SetAndSwapDesiredActiveChannel(areaChannel)
                    end
               end
          end
        self:FireCallbacks("ChannelsUpdate")
    end
    local function OnVoiceTransmitChannelChanged(channelName)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        if not self:DoesChannelExist(channelData) then
            return
        end
        local channel = self:GetChannel(channelData)
        channel.isTransmitting = true
        
        --Mark the old active channel as passive
        if self.activeChannel then
            self.activeChannel.isTransmitting = false
            self.passiveChannel = self.activeChannel
        end
        self.activeChannel = channel
        --If this was our passive channel, then we don't have a passive channel anymore since it's now active
        TryClearPassiveChannel(channel)
        self:FireCallbacks("ChannelsUpdate")
    end
    --Voice Participant Event Handlers
    local function OnVoiceUserJoinedChannel(channelName, displayName, characterName, isSpeaking)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        if not self:DoesChannelExist(channelData) then
            return
        end
        local channel = self:GetChannel(channelData)
        local speakStatus = isSpeaking and VOICE_CHAT_SPEAK_STATE_SPEAKING or VOICE_CHAT_SPEAK_STATE_IDLE
        local isMuted = self.mutedUsers[displayName]
        self:GetParticipantData(channel):AddOrUpdateParticipant(displayName, speakStatus, isMuted)
        self:FireCallbacks("ParticipantsUpdate")
    end
    local function OnVoiceUserLeftChannel(channelName, displayName)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        
        --The guild id in the channel data is invalid for this event, so use the cache
        if channelData.channelType == VOICE_CHANNEL_GUILD then
            channelData.guildId = self.guildChannelsToIds[channelName]
            if not channelData.guildId then
                return
            end
        end
        local channel = self:GetChannel(channelData)
        self:GetParticipantData(channel):RemoveParticipant(displayName)
        self:FireCallbacks("ParticipantsUpdate")
    end
    local function OnVoiceUserSpeaking(channelName, displayName, characterName, speaking)
        local channelData = ZO_VoiceChat_GetChannelDataFromName(channelName)
        --Speak events can occur before the channels are mapped
        if not self:DoesChannelExist(channelData) then
            return
        end
        local channel = self:GetChannel(channelData)
        local speakStatus = speaking and VOICE_CHAT_SPEAK_STATE_SPEAKING or VOICE_CHAT_SPEAK_STATE_IDLE
        self:GetParticipantData(channel):UpdateParticipantStatus(displayName, speakStatus, nil)
        --Update history
        if speaking and not ZO_VoiceChat_IsNameLocalPlayers(displayName) then
            channel.historyData:UpdateUser(displayName)
        end
        self:FireCallbacks("ParticipantsUpdate")
    end
    local function OnVoiceMuteListUpdated()
        self:UpdateMutes()
        self:FireCallbacks("ParticipantsUpdate")
        self:FireCallbacks("MuteUpdate")
    end
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnAddOnLoaded", EVENT_ADD_ON_LOADED, function(event, ...) OnAddOnLoaded(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnPlayerActivated", EVENT_PLAYER_ACTIVATED, function(event, ...) OnPlayerActivated(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnGroupMemberJoined", EVENT_GROUP_MEMBER_JOINED, function(event, ...) OnGroupMemberJoined(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnGroupMemberLeft", EVENT_GROUP_MEMBER_LEFT, function(event, ...) OnGroupMemberLeft(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnSelfJoinedGuild", EVENT_GUILD_SELF_JOINED_GUILD, function(event, ...) OnSelfJoinedGuild(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnSelfLeftGuild", EVENT_GUILD_SELF_LEFT_GUILD, function(event, ...) OnSelfLeftGuild(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnGuildDataLoaded", EVENT_GUILD_DATA_LOADED, function(event, ...) OnGuildDataLoaded(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnGuildRankChanged", EVENT_GUILD_RANK_CHANGED, function(event, ...) OnGuildRankChanged(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnGuildMemberRankChanged", EVENT_GUILD_MEMBER_RANK_CHANGED, function(event, ...) OnGuildMemberRankChanged(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceChannelJoined", EVENT_VOICE_CHANNEL_JOINED, function(eventCode, ...) OnVoiceChannelJoined(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceChannelLeft", EVENT_VOICE_CHANNEL_LEFT, function(eventCode, ...) OnVoiceChannelLeft(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceChannelAvailable", EVENT_VOICE_CHANNEL_AVAILABLE, function(eventCode, ...) OnVoiceChannelAvailable(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceChannelUnavailable", EVENT_VOICE_CHANNEL_UNAVAILABLE, function(eventCode, ...) OnVoiceChannelUnavailable(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceTransmitChannelChanged", EVENT_VOICE_TRANSMIT_CHANNEL_CHANGED, function(eventCode, ...) OnVoiceTransmitChannelChanged(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceUserJoinedChannel", EVENT_VOICE_USER_JOINED_CHANNEL, function(eventCode, ...) OnVoiceUserJoinedChannel(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceUserLeftChannel", EVENT_VOICE_USER_LEFT_CHANNEL, function(eventCode, ...) OnVoiceUserLeftChannel(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceUserSpeaking", EVENT_VOICE_USER_SPEAKING, function(eventCode, ...) OnVoiceUserSpeaking(...) end)
    EVENT_MANAGER:RegisterForEvent("ZO_VoiceChat_OnVoiceMuteListUpdated", EVENT_VOICE_MUTE_LIST_UPDATED, function(eventCode, ...) OnVoiceMuteListUpdated(...) end)
end
function ZO_VoiceChat_Manager:JoinChannel(channel)
    VoiceChatChannelJoin(channel.channelName)
end
function ZO_VoiceChat_Manager:TransmitChannel(channel, skipDelay)
    VoiceChatChannelTransmit(channel.channelName)
    --We can skip the delay if we're trying to transmit on a channel already joined (the passive channel)
    if not skipDelay then
        self:StartRequestDelay()
    end
end
function ZO_VoiceChat_Manager:LeaveChannel(channel)
    VoiceChatChannelLeave(channel.channelName)
end
function ZO_VoiceChat_Manager:UpdateMutes()
    local mutedUsers = {}
    local numMutedUsers = VoiceChatGetNumberMutedPlayers()
    for i = 1, numMutedUsers do
        local displayName = VoiceChatGetMutedPlayerDisplayName(i)
        mutedUsers[displayName] = true
    end
    --Update participant data
    for channelType, participantData in pairs(self.participantsData) do
        if channelType == VOICE_CHANNEL_GUILD then
            for _, guildData in pairs(participantData) do
                for _, roomData in pairs(guildData) do
                    roomData:UpdateMutes(mutedUsers)
                end
            end
        else
            participantData:UpdateMutes(mutedUsers)
        end
    end
    --Update history data
    for channelType, channelData in pairs(self.channelData) do
        if channelType == VOICE_CHANNEL_GUILD then
            for _, guildData in pairs(channelData) do
                for _, roomData in pairs(guildData.rooms) do
                    roomData.historyData:UpdateMutes(mutedUsers)
                end
            end
        else
            channelData.historyData:UpdateMutes(mutedUsers)
        end
    end
    self.mutedUsers = mutedUsers
end
function ZO_VoiceChat_Manager:OnUpdate()
    if self.guildIdsDirty then
        self.guildIdsDirty = false
        self:RefreshGuildChannelIds()
    end
    --The desired channels are the ones the user selects from the UI, or that are automatically
    --set due to specific events occurring (ex. joining a group). The update loop will work
    --towards joining and transmitting on the desired channels while leaving the old ones.
    --It will work with the delay restriction we have between making requests, and will only allow
    --a second channel to be joined if one of them is Area (by design).
    if not self:AreRequestsAllowed() then
        return
    end
    local activeChannel = self.activeChannel
    local desiredActiveChannel = self.desiredActiveChannel
    local passiveChannel = self.passiveChannel
    local desiredPassiveChannel = self.desiredPassiveChannel
    --Update Active channel
    if not desiredActiveChannel then
        if activeChannel then
            self:LeaveChannel(activeChannel)
            return
        end
    elseif desiredActiveChannel.isAvailable and desiredActiveChannel ~= activeChannel then
        --Enforce not being able to be active and passive in two non-Area channels
        if desiredActiveChannel ~= passiveChannel and desiredActiveChannel.channelType ~= VOICE_CHANNEL_AREA then
               if activeChannel and activeChannel.channelType ~= VOICE_CHANNEL_AREA then
                    self:LeaveChannel(activeChannel)
                    return
               elseif passiveChannel and passiveChannel.channelType ~= VOICE_CHANNEL_AREA then
                    self:LeaveChannel(passiveChannel)
                    return
               end
        end
        local skipDelay = desiredActiveChannel == passiveChannel --we don't need to delay the next request if we're already joined to the channel
        self:TransmitChannel(desiredActiveChannel, skipDelay)
        return
    end
    --Update Passive channel
    if not desiredPassiveChannel then
        if passiveChannel then
            self:LeaveChannel(passiveChannel)
        end
    elseif desiredPassiveChannel.isAvailable and desiredPassiveChannel ~= passiveChannel then
        if not passiveChannel then
            self:JoinChannel(desiredPassiveChannel)
        else
            self:LeaveChannel(passiveChannel)
        end
    end
end
function ZO_VoiceChat_Manager:AddGuildChannelRoom(channelName, guildId, guildRoomNumber)
    local guildName = GetGuildName(guildId)
    local guildChannels = self.channelData[VOICE_CHANNEL_GUILD]
    if not guildChannels[guildId] then
        guildChannels[guildId] = {}
        guildChannels[guildId].header = zo_strformat(SI_GAMEPAD_VOICECHAT_CHANNEL_GUILD_HEADER, guildName)
        guildChannels[guildId].rooms = {}
        self.participantsData[VOICE_CHANNEL_GUILD][guildId] = {}
    end
    --Check for duplicates
    if self.participantsData[VOICE_CHANNEL_GUILD][guildId][guildRoomNumber] then
        return
    end
    local name
    local description
    if guildRoomNumber == VOICE_CHAT_OFFICERS_ROOM_NUMBER then
        name = GetString(SI_GAMEPAD_VOICECHAT_ROOM_NAME_OFFICERS)
        description = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_DESCRIPTION_GUILD_OFFICERS)
    else
        name = zo_strformat(SI_GAMEPAD_VOICECHAT_ROOM_NAME, guildRoomNumber)
        description = GetString(SI_GAMEPAD_VOICECHAT_CHANNEL_DESCRIPTION_GUILD)
    end
    guildChannels[guildId].rooms[guildRoomNumber] = {
        channelType = VOICE_CHANNEL_GUILD,
        channelName = channelName,
        guildId = guildId,
        guildRoomNumber = guildRoomNumber,
        guildName = guildName,
        name = name,
        description = description,
        fullName = zo_strformat(SI_GAMEPAD_VOICECHAT_GUILD_CHANNEL_NAME, guildName, name),
        historyData = HistoryData:New(),
    }
    self.participantsData[VOICE_CHANNEL_GUILD][guildId][guildRoomNumber] = ParticipantsData:New(DONT_SORT_BY_OCCURRENCE)
     self.guildChannelsToIds[channelName] = guildId
end
function ZO_VoiceChat_Manager:RemoveGuildChannelRoom(channelName, guildId, guildRoomNumber)
    local guildChannels = self.channelData[VOICE_CHANNEL_GUILD]
    local guildData = guildChannels[guildId]
    if guildData then
        --Destroy the room
        guildData.rooms[guildRoomNumber] = nil
        self.participantsData[VOICE_CHANNEL_GUILD][guildId][guildRoomNumber] = nil
        --Destroy the guild entry
        if NonContiguousCount(guildData.rooms) == 0 then
            guildChannels[guildId] = nil
            self.participantsData[VOICE_CHANNEL_GUILD][guildId] = nil
        end
    end
     self.guildChannelsToIds[channelName] = nil
end
function ZO_VoiceChat_Manager:RefreshGuildChannelIds()
    local guildChannels = self.channelData[VOICE_CHANNEL_GUILD]
    local guildParticipants = self.participantsData[VOICE_CHANNEL_GUILD]
    local remappedGuildChannels = {}
    for oldGuildId, guildData in pairs(guildChannels) do
        local newGuildId
        for roomNumber, roomData in pairs(guildData.rooms) do
            newGuildId = newGuildId or select(2, VoiceChatGetChannelInfo(roomData.channelName))
            roomData.guildId = newGuildId
            self.guildChannelsToIds[roomData.channelName] = newGuildId
        end
        remappedGuildChannels[newGuildId] = guildChannels[oldGuildId]
        if oldGuildId ~= newGuildId then
            guildParticipants[newGuildId] = guildParticipants[oldGuildId]
            guildParticipants[oldGuildId] = nil
        end
    end
    self.channelData[VOICE_CHANNEL_GUILD] = remappedGuildChannels
end
function ZO_VoiceChat_Manager:DoesChannelExist(channelData)
    local channelType = channelData.channelType
    if channelType == VOICE_CHANNEL_GUILD then
        local guildId = channelData.guildId
        local guildRoomNumber = channelData.guildRoomNumber
        local guildData = self.channelData[channelType]
        return guildData[guildId] ~= nil and guildData[guildId].rooms[guildRoomNumber] ~= nil
    end
    return self.channelData[channelType] ~= nil
end
function ZO_VoiceChat_Manager:GetGuildChannelByName(guildName, guildRoomNumber)
    for _, guildData in pairs(self.channelData[VOICE_CHANNEL_GUILD]) do
        for roomIndex, roomChannel in pairs(guildData.rooms) do
            if roomChannel.guildName == guildName and roomChannel.guildRoomNumber == guildRoomNumber then
                return roomChannel
            end
        end
    end
    return nil
end
function ZO_VoiceChat_Manager:SetDesiredPassiveChannel(channel)
    self.desiredPassiveChannel = channel
    --Update saved settings
    if channel then
        self.savedVars.desiredPassiveChannel = {
            channelType = channel.channelType,
            guildName = channel.guildName, --we have to use the name and not the id since the id changes
            guildRoomNumber = channel.guildRoomNumber,
        }
    else
        self.savedVars.desiredPassiveChannel = {}
    end
    
    --The desired channels are often changed in pairs. Delay to prevent double-saving.
    self.saveSettingsCount = self.saveSettingsCount + 1
    zo_callLater(self.saveSettingsFunction, SAVE_SETTINGS_DELAY)
end
function ZO_VoiceChat_Manager:SetDesiredActiveChannel(channel)
    self.desiredActiveChannel = channel
    --Update saved settings
    if channel then
        self.savedVars.desiredActiveChannel = {
            channelType = channel.channelType,
            guildName = channel.guildName, --we have to use the name and not the id since the id changes
            guildRoomNumber = channel.guildRoomNumber,
        }
    else
        self.savedVars.desiredActiveChannel = {}
    end
    
    --The desired channels are often changed in pairs. Delay to prevent double-saving.
    self.saveSettingsCount = self.saveSettingsCount + 1
    zo_callLater(self.saveSettingsFunction, SAVE_SETTINGS_DELAY)
end
--Intended Public Functions
function ZO_VoiceChat_Manager:GetChannel(channelData)
    local channelType = channelData.channelType
    if channelType == VOICE_CHANNEL_GUILD then
        local guildId = channelData.guildId
        local guildRoomNumber = channelData.guildRoomNumber
        return self.channelData[channelType][guildId].rooms[guildRoomNumber]
    else
        return self.channelData[channelType]
    end
end
function ZO_VoiceChat_Manager:GetParticipantData(channel)
    local channelType = channel.channelType
    local guildId = channel.guildId
    local guildRoomNumber = channel.guildRoomNumber
    if channelType == VOICE_CHANNEL_GUILD then
        return self.participantsData[channelType][guildId][guildRoomNumber]
    else
        return self.participantsData[channelType]
    end
end
function ZO_VoiceChat_Manager:GetParticipantDataList(channel)
    return self:GetParticipantData(channel).list
end
function ZO_VoiceChat_Manager:GetChannelData()
    local areaData
    local groupData
    local areaChannel = self.channelData[VOICE_CHANNEL_AREA]
    if areaChannel.isAvailable then
        areaData = areaChannel
    end
     local bgChannel = self.channelData[VOICE_CHANNEL_BATTLEGROUP]
     if bgChannel.isAvailable then
          groupData = bgChannel
     else
          local groupChannel = self.channelData[VOICE_CHANNEL_GROUP]
          if groupChannel.isAvailable then
               groupData = groupChannel
          end
    end
    local guildData = self.channelData[VOICE_CHANNEL_GUILD]
    return areaData, groupData, guildData
end
function ZO_VoiceChat_Manager:AreRequestsAllowed()
    return self.areRequestsAllowed
end
function ZO_VoiceChat_Manager:StartRequestDelay()
    if self.areRequestsAllowed then
        self.areRequestsAllowed = false
        zo_callLater(self.requestDelayFunction, VOICE_CHAT_REQUEST_DELAY)
        self:FireCallbacks("RequestsDisabled")
    end
end
function ZO_VoiceChat_Manager:HasChannelData()
    local areaData, groupData, guildData = self:GetChannelData()
    return areaData or groupData or NonContiguousCount(guildData) > 0
end
function ZO_VoiceChat_Manager:ClearAndSwapChannel(channel)
    if self.desiredActiveChannel == channel then
        self:SetDesiredActiveChannel(self.desiredPassiveChannel)
        self:SetDesiredPassiveChannel(nil)
    elseif self.desiredPassiveChannel == channel then
        self:SetDesiredPassiveChannel(nil)
    end
end
function ZO_VoiceChat_Manager:SetAndSwapDesiredActiveChannel(desiredActiveChannel)
    local previousDesiredActiveChannel = self.desiredActiveChannel
    --Check if it's already active
    if desiredActiveChannel == previousDesiredActiveChannel then
        return
    end
    --Determine if the previous active channel should be made passive rather than
    --leaving it. This is to follow the design of only allowing two joined channels
    --when one is Area.
    -- it's possible that the we hadn't set a previous active channel (for one if we don't have a VOIP server to connect to)
    if desiredActiveChannel.channelType == VOICE_CHANNEL_AREA or (previousDesiredActiveChannel ~= nil and previousDesiredActiveChannel.channelType == VOICE_CHANNEL_AREA) then
        self:SetDesiredPassiveChannel(previousDesiredActiveChannel)
    end
    self:SetDesiredActiveChannel(desiredActiveChannel)
end
function ZO_VoiceChat_Manager:GetDesiredActiveChannelType()
    if self.desiredActiveChannel then
        return self.desiredActiveChannel.channelType
    end
    return nil
end
--Globals
VOICE_CHAT_MANAGER = ZO_VoiceChat_Manager:New()
do
    EVENT_MANAGER:RegisterForUpdate("ZO_VoiceChat_Manager_OnUpdate", 0, function() VOICE_CHAT_MANAGER:OnUpdate() end)
end