Audio render-hook: document the echo fix (M1-M4 done, M5 manual)
- README: audio mirror is now the injected render-hook with process-loopback as automatic fallback; update Architecture/Limitations/Status/Roadmap and the manual run step (Source indicator + render-stream table). Add tests (audio_ring_test, audio_hook_test) and a lessons-learned note on COM vtable indices (IAudioClient::GetService is 14, not 13). - plan doc: mark M1-M4 implemented/committed, M5 (real-game end-to-end) pending, and record the GetService index correction. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# Plan: fix the local audio echo via an injection render-hook (Option B)
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Status: **scoped, not started.** This document is the green-lit design; implement
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against it.
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Status: **implemented (M1–M4), pending manual end-to-end (M5).** Milestones 1–4
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below are built, committed, and covered by `audio_ring_test` + `audio_hook_test`
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(in-process). The remaining step is M5: confirm in a real game with a guest that
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there's no local echo, the guest still hears audio, and the stream count reads
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correctly. This document is the green-lit design; the only correction applied
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during implementation was the `IAudioClient::GetService` vtable index (14, not
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13 — `SetEventHandle` is 13).
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## Problem
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