In a free for all match, can I voice chat with my opponents? 

One of my friends started playing Black Ops (it's her first FPS game ever) and to teach her how to play I created a private free for all match so we would be the only two players on the map.

I tried voice chat with her and everything was set up correctly (we could see the speaker icon above our heads blink when either of us spoke in the map).

Only thing is I could not hear her at all (the volume was up high).

I know in TDM you can't listen to the enemy chatter due to strategy and stuff but I would guess you could listen to enemies in free for all (for trash talking).

Anyway, to repeat, is it possible to listen to enemy voice chat in FFA?


Question: .CIO section MSP430
Answer: According to the CCS user guide:


  Console I/O (CIO) functions, such as printf, require the use of a breakpoint. If these functions are compiled in, but you do not wish to use a breakpoint, disable CIO functionality by changing the option in Project → Properties → CCS Debug Settings → Target → Generic Debug Options → Enable CIO function use.


According to the TI Forums:


  The Debug project properties control if the CCS debugger attempts to perform CIO, and not the allocation of the .cio section on the target.
  
  To prevent the .cio section being allocated on the target you have to ensure there are no calls to run time library functions which use CIO, e.g. ensure there are no calls to printf() in the code.


Later on it mentions:


  Turns out I had some _assert(0) statements in one of my libraries.  This would in turn bring in stdio, which would demand a .cio section, consuming ~400 bytes of RAM.


Mind which libraries you use.