Steamworks Documentation
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Steam Voice

Then when the player releases their push-to-talk hotkey, or the gameplay session ends you should call [api]ISteamUser::StopVoiceRecording[/api] to stop recording. If the user is using push-to-talk voice chat, you can call [api]ISteamFriends::SetInGameVoiceSpeaking[/api] when you start and stop recording to mute any voice chat the user may be doing through the Steam friends UI. …

Microsoft Xbox 360 Controller

[docimg=xbox360_controller_shoulder_buttons.png]xbox360_controller_shoulder_buttons.png[/docimg] [subsection=LTRT]LT and RT (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Like the PlayStation 4 controller, and unlike the Steam controller, the LT and RT analog triggers on the Xbox 360 Controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". From a hardware perspective they are purely analog input devices. …

Broadcast Moderation and Adding Moderators

A quick way to view your 64-bit Steam ID is to visit this URL: https://steamcommunity.com/broadcast/moderators (Your Steam ID will be appended to the end of this URL when you visit this site.) [*]Or, navigate to http://steamcommunity.com/broadcast/upload and then click on Broadcast Chat to open a new window to display all of the chat on your broadcast. …

Update Visibility Rounds

. [*] Your product will be added to a pool of titles that are opted in, and randomly selected to appear each time a customer views the home page until your visibility round ends. [*] Each visibility round will appear on the front page of Steam for up to 30 days. The number of impressions and clicks will depend on how many customers your game has and how many users have your game on their wishlist. …

ISteamGameServer Interface

[b]See Also:[/b] [api]ISteamGameServer::SetHeartbeatInterval[/api], [api]ISteamGameServer::ForceHeartbeat[/api] [subsection=EndAuthSession]EndAuthSession[/subsection] [code=cpp]void EndAuthSession( CSteamID steamID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamID[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The entity to end the active auth session with.[/td][/tr] [/table] Ends an auth session that was started with [api]ISteamGameServer::BeginAuthSession[/api]. This should be called when no longer playing with the specified entity. …

Sale Page Tools - Background Groupings

[section]Background Grouping With Tabs[/section] Groupings will always end above a 'tab' section if present on your page. Any sections below the tabs, including the tabs themselves, will require a background grouping to be defined for each selected tab. …

Steam Error Reporting

[callout=yellow][b]Note:[/b] Steam Error Reporting is nearing its End-Of-Lifetime and only limited support is available. Additionally, it is only available for Windows 32-bit applications.[/callout] [section]Overview[/section] If Steam error reporting is implemented then Steam will automatically upload mini dumps of any exception after 10 similar exceptions are thrown. …

PC Café Requirements and Sign Up Instructions

Please note that once the account was turned into a Café account, it will no longer be able to purchase any regular end user games and can only be used as a commercial account to manage your location(s) and have the option to purchase commercial game licenses. …

Templates for In-Game Actions Files

[code] "In Game Actions" { "actions" { "MenuControls" { "title" "#Set_MenuControls" "StickPadGyro" { "MenuCursor" { "title" "#Action_MenuCursor" "input_mode" "absolute_mouse" } } "Button" { "Up" "#Action_Up" "Down" "#Action_Down" "Left" "#Action_Left" "Right" "#Action_Right" "QuickSave" "#Action_QuickSave" "QuickLoad" "#Action_QuickLoad" "Affirm" "#Action_Affirm" "Cancel" "#Action_Cancel" } } "BattleControls" { "title" "#Set_BattleControls" "StickPadGyro" { "BattleCamera" { "title" "#Action_BattleCamera" "input_mode" "absolute_mouse" } "BattleCursor" { "title" "#Action_BattleCursor" "input_mode" "absolute_mouse" } } "Button" { "Up" "#Action_Up" "Down" "#Action_Down" "Left" "#Action_Left" "Right" "#Action_Right" "QuickSave" "#Action_QuickSave" "QuickLoad" "#Action_QuickLoad" "ConfirmCommand" "#Action_ConfirmCommand" "Pause" "#Action_Pause" "Cancel" "#Action_Cancel" "Interact" "#Action_Interact" "EndTurn" "#Action_EndTurn" "Waypoint" "#Action_Waypoint" "NextUnit" "#Action_NextUnit" "PrevUnit" "#Action_PrevUnit" "Ability1" "#Action_Ability1" "Ability2" "#Action_Ability2" "Ability3" "#Action_Ability3" "Ability4" "#Action_Ability4" "Ability5" "#Action_Ability5" "Ability6" "#Action_Ability6" "Ability7" "#Action_Ability7" "Ability8" "#Action_Ability8" "Ability9" "#Action_Ability9" "Ability0" "#Action_Ability0" "CameraRotateLeft" "#Action_CameraRotateLeft" "CameraRotateRight" "#Action_CameraRotateRight" "CameraZoomIn" "#Action_CameraZoomIn" "CameraZoomOut" "#Action_CameraZoomOut" "CameraCenterOnSelection" "#Action_CameraCenterOnSelection" } } } "localization" { "english" { "Set_MenuControls" "Menu Controls" "Action_MenuCursor" "Menu Cursor" "Action_Up" "Up" "Action_Down" "Down" "Action_Left" "Left" "Action_Right" "Right" "Action_QuickSave" "Quick Save" "Action_QuickLoad" "Quick Load" "Action_Affirm" "Affirm" "Action_Cancel" "Cancel" "Set_BattleControls" "Battle Controls" "Action_BattleCamera" "Battle Camera" "Action_BattleCursor" "Battle Cursor" "Action_ConfirmCommand" "Confirm Command" "Action_Pause" "Pause" "Action_Interact" "Interact" "Action_EndTurn" "End Turn" "Action_Waypoint" "Place / Remove Waypoint" "Action_NextUnit" "Next Unit" "Action_PrevUnit" "Previous Unit" "Action_Ability1" "Ability 1" "Action_Ability2" "Ability 2" "Action_Ability3" "Ability 3" "Action_Ability4" "Ability 4" "Action_Ability5" "Ability 5" "Action_Ability6" "Ability 6" "Action_Ability7" "Ability 7" "Action_Ability8" "Ability 8" "Action_Ability9" "Ability 9" "Action_Ability0" "Ability 0" "Action_CameraRotateLeft" "Rotate Camera Left" "Action_CameraRotateRight" "Rotate Camera Right" "Action_CameraZoomIn" "Zoom Camera In" "Action_CameraZoomOut" "Zoom Camera Out" "Action_CameraCenterOnSelection" "Center Camera on Selected Object" } } } [/code] [section=rts] Real Time Strategy[/section] This is for a Real Time Strategy game where you build units & buildings and command units individually or in groups. …

For instance, in the main map you have additional actions such as ending the turn, or cycling between your colonies. In battle, you can cycle between units, and tell them to move, attack, or retreat. …

Steam Timelines

. =========== #include "cbase.h" #include "igamesystem.h" #include "gameeventlistener.h" #include "steam/steam_api.h" #include "steam/isteamtimeline.h" #include "clientterrorplayer.h" #include "fmtstr.h" //----------------------------------------------------------------------------- class L4DSteamVideo : public CAutoGameSystem, public CGameEventListener { public: // CAutoGameSystem virtual bool Init(); virtual void Shutdown(); // CGameEventListener virtual void FireGameEvent( IGameEvent* pEvent ); private: bool m_bEnabled; }; //----------------------------------------------------------------------------- bool L4DSteamVideo::Init() { ISteamTimeline *pSteamTimeline = SteamTimeline(); if ( pSteamTimeline ) { pSteamTimeline->SetTimelineGameMode( k_ETimelineGameMode_Staging ); // Create the event listeners ListenForGameEvent( "survival_round_start" ); ListenForGameEvent( "round_end" ); ListenForGameEvent( "heal_success" ); ListenForGameEvent( "player_incapacitated_start" ); } // if pSteamVideo is null then the client's steam API is not recent enough // in this case, we still init the system it just doesn't do anything m_bEnabled = pSteamTimeline !…

= C_BasePlayer::GetLocalPlayer()->GetUserID() ) return; const char* eventname = pEvent->GetName(); if ( V_strcmp( "survival_round_start", eventname ) == 0 ) { SteamTimeline()->SetTimelineGameMode( k_ETimelineGameMode_Playing ); } else if ( V_strcmp( "round_end", eventname ) == 0 ) { SteamTimeline()->SetTimelineGameMode( k_ETimelineGameMode_Staging ); } else if ( V_strcmp( "heal_success", eventname ) == 0 ) { SteamTimeline()->AddTimelineEvent( "medkit32", "Healed", CFmtStr( "Restored %d Health", pEvent->GetInt( "health_restored" ) ), 0, -5.f, 5.f, k_ETimelineEventClipPriority_Standard ); } else if ( V_strcmp( "player_incapacitated_start", eventname ) == 0 ) { C_TerrorPlayer* pAttacker = (C_TerrorPlayer*)UTIL_PlayerByUserId( pEvent->GetInt( "userid" ) ); const char* pszAttacker = pAttacker ? …

Steam Playtest

[/b] This is the configuration you would likely set up initially to have players sign up prior to your playtest ever being available. You might also want this configuration if you’ve ended a playtest, but are planning on doing another one in the future and would like to add more playtesters to the future playtest event. …

Dev teams wanted the freedom to run a playtest without stressing about their user reviews or interfering with their wishlist numbers… but they also wanted the control to start, pause, and end their playtests. We hope this new set of tools helps developers get closer to their players and make better games as a result. …

Broadcast Viewership Statistics

[docimg=BroadcastHistory]BroadcastHistory[/docimg] [subsection]Detail Pages[/subsection] By clicking the [b]Details[/b] found at the end of these rows, it will expand the data presented to you. The broadcast session will, for example, show you your overall viewership data for the entire event across all of the sequential upload sessions. …

User Authentication and Ownership

The API also contains protected methods that require authentication and are intended to be accessed from trusted back-end applications. More details on the Web API can be found [doclink=webapi_overview]here[/doclink]. [section=client_to_client]P2P or Game Servers[/section] [subsection]Session Tickets[/subsection] [h4]User Authentication[/h4] The following steps detail how to use Session Tickets to verify a user's identity between the user's game client (client A) and another client or game server (client B): [list] [*] Client A must retrieve a session ticket by calling [api]ISteamUser::GetAuthSessionTicket[/api]. [*] Client A must send its session ticket to client B. [*] Client B must pass client A's ticket to [api]ISteamUser::BeginAuthSession[/api], which will perform a quick validity check. …

The result of this verification will be returned in a [api]ISteamUser::ValidateAuthTicketResponse_t[/api] callback. [*] When the multiplayer session terminates: [list] [*] Client A must pass the handle initially returned from [api]ISteamUser::GetAuthSessionTicket[/api] to [api]ISteamUser::CancelAuthTicket[/api]. [*] Client B must pass the SteamID of client A to [api]ISteamUser::EndAuthSession[/api]. [/list] [/list] A few important notes about Session Tickets: [list] [*] Session Tickets must only be used once. …

ISteamUser Interface

[b]Returns:[/b] [apitype]steam_api::EVoiceResult[/apitype] The internal sample rate of the Steam Voice decoder. [subsection=EndAuthSession]EndAuthSession[/subsection] [code=cpp]void EndAuthSession( CSteamID steamID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamID[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The entity to end the active auth session with.[/td][/tr] [/table] Ends an auth session that was started with [api]ISteamUser::BeginAuthSession[/api]. This should be called when no longer playing with the specified entity. …

Frequently Asked Questions

Commercial game licenses can then be found by visiting the game's individual store page - the license will be displayed right under the regular end user purchase option. [*][h4]Can I purchase more than one commercial game license at a time and receive a bulk discount?[/h4] Commercial accounts will have access on Steam to purchase commercial copies of any game where the publisher is offering a commercial copy. …

Input Sources

Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. However, the player can set a threshold in the Steam Input Configurator to emulate this behavior for all other controller models.…

Steam Controller (2015)

[docimg=steam_controller_shoulder_buttons.png]steam_controller_shoulder_buttons.png[/docimg] [subsection=ShoulderTriggers]Shoulder triggers[/subsection] [b]Analog, 1 axis[/b] (+ digital "full pull") The analog triggers on the Steam Controller have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull", similar to the triggers on the Nintendo GameCube controller. …

Sony PlayStation 4 Controller

[docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". From a hardware perspective they are purely analog input devices. …

Sale Page Tools -- Information for Partners

This will determine when your event can start showing up and when it is considered 'concluded'. Note that regardless of when you set your end date, the sale landing page will be accessible at any time in the future. [docimg=salePage_visibilityTab.jpg]salePage_visibilityTab.jpg[/docimg] [section]Artwork Tab[/section] Here, only the Cover Image will be required: 800px wide x 450px tall. …

Store page banners will appear on all games included on the sale page starting on the 'event start date' and running until the event end date or two weeks, whichever comes first. These should not be animated. [/list] [section]Sale Page Review[/section] Prior to release of your sale page, you'll need to submit it for review by Steam's promotion team. …

Steam DRM

This performs an initialization request to the Steam servers via the logged in client, then posts your plaintext executable to the Steam back end via HTTP. The wrap is performed server side, and then steamcmd downloads the wrapped executable. To perform a DRM wrap with SteamPipe, have your script login and then run the drm_wrap Steam command: [code] drm_wrap [appid] [input filename] [output filename] [toolname] [flags] [/code] Parameters: [list] [*] [b]appid[/b] - Your numeric application ID [*] [b]input filename[/b] - Relative or absolute path to input plaintext executable. …

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