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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@@ -27,6 +27,10 @@ struct HookStatusView
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bool raw_input_gamepad = false;
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bool raw_input_gamepad_sink = false;
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bool dinput_loaded = false;
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// Audio render-hook diagnostics (for the Audio panel's stream-count view).
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std::uint32_t audio_streams_seen = 0;
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AudioStreamInfo audio_streams[kMaxAudioStreams] = {};
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};
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class IpcServer
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