Audio render-hook M4: audio panel source indicator + stream-count debug view
Surfaces the render-hook diagnostics in the Audio panel. - HookStatusView / IpcServer::hook_status(): carry audio_streams_seen + audio_streams[] from the hook's back-channel. - InjectionPanel: expose hook_status() so the audio panel can read the counts. - AudioPanel::draw_ui(HookStatusView): show the active Source (green Hooked vs amber Loopback); only warn about the local echo on the loopback path. Add the required render-stream table: one row per stream with format, cumulative frames, the primary tagged, and a live/idle dot derived from frame-count deltas. Notes overflow when the game exceeds kMaxAudioStreams slots. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -33,6 +33,13 @@ public:
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return reinterpret_cast<HWND>(server_.hook_status().game_hwnd);
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}
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// The hook's full diagnostics back-channel (other panels read the audio
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// render-stream counts from here).
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[[nodiscard]] HookStatusView hook_status() const
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{
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return server_.hook_status();
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}
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private:
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void refresh_processes();
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void inject_selected();
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