Well, Shawn, unfortunatly I can not post the whole game (it takes about 150 megabyts), here is the piece of code:
private void EnableSendVoice(int index, bool value)
{
NetworkSession session = GuiAPI.Game.NetworkSession;
if (session != null)
{
LocalNetworkGamer gamer = session.LocalGamers[0];
NetworkGamer remoteGamer = SlotToGamer(index);
gamer.EnableSendVoice(remoteGamer, value);
}
}
I am calling this method while NetworkSessionState is Lobby... All gamers are valid... This is strange because the game intensively uses network and all work fine... I am tried to figure out where is internal member NetworkSession.UserPacketBuffer is processed but did not find..
BTW, Shawn, could you post please example of actual using this method... I did not find any example of using this method over many XNA samples....
Thanks!
Regards, Alex