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>
This commit is contained in:
@@ -1,11 +1,35 @@
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#include "audio_panel.hpp"
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#include <algorithm>
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#include "imgui.h"
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#include <mmreg.h>
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namespace coop
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{
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void AudioPanel::draw_ui()
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namespace
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{
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const char* format_tag_name(std::uint32_t tag)
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{
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switch (tag)
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{
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case WAVE_FORMAT_PCM:
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return "PCM";
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case WAVE_FORMAT_IEEE_FLOAT:
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return "float";
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case WAVE_FORMAT_EXTENSIBLE:
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return "ext";
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default:
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return "?";
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}
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}
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} // namespace
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void AudioPanel::draw_ui(const HookStatusView& status)
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{
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const bool have_target = target_ != nullptr && IsWindow(target_);
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DWORD pid = 0;
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@@ -44,15 +68,79 @@ void AudioPanel::draw_ui()
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if (mirror_.running())
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{
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const AudioMirror::Source src = mirror_.source();
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const bool hooked = src == AudioMirror::Source::Hooked;
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ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "Mirroring %u Hz, %u ch",
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mirror_.sample_rate(), mirror_.channels());
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ImGui::Text("Source:");
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ImGui::SameLine();
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ImGui::TextColored(hooked ? ImVec4(0.4f, 1.0f, 0.4f, 1.0f) : ImVec4(1.0f, 0.8f, 0.3f, 1.0f), "%s",
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mirror_.source_name());
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}
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const std::string status = mirror_.status();
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if (!status.empty())
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const std::string mirror_status = mirror_.status();
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if (!mirror_status.empty())
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{
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ImGui::TextWrapped("%s", status.c_str());
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ImGui::TextWrapped("%s", mirror_status.c_str());
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}
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// Only the loopback path leaves the game audible locally (the echo); the
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// hooked path silences it, so don't warn there.
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if (mirror_.source() == AudioMirror::Source::Loopback)
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{
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ImGui::TextDisabled("Game audio also plays locally (echo). Inject the hook to remove it.");
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}
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// --- Render-stream debug view -----------------------------------------
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// The hook counts every render stream the game creates, even with mirroring
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// off. v1 captures only the first ("primary"); this makes multi-stream games
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// obvious so we know if/when that needs revisiting.
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ImGui::Separator();
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ImGui::Text("Render streams: %u", status.audio_streams_seen);
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if (status.audio_streams_seen > kMaxAudioStreams)
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{
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ImGui::SameLine();
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ImGui::TextDisabled("(showing first %u)", kMaxAudioStreams);
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}
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const std::uint32_t rows = std::min<std::uint32_t>(status.audio_streams_seen, kMaxAudioStreams);
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if (rows > 0 &&
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ImGui::BeginTable("audio_streams", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit))
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{
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ImGui::TableSetupColumn("#");
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ImGui::TableSetupColumn("role");
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ImGui::TableSetupColumn("format");
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ImGui::TableSetupColumn("frames");
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ImGui::TableSetupColumn("live");
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ImGui::TableHeadersRow();
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for (std::uint32_t i = 0; i < rows; ++i)
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{
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const AudioStreamInfo& s = status.audio_streams[i];
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const bool live = s.frames_rendered > prev_frames_[i];
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prev_frames_[i] = s.frames_rendered;
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Text("%u", i);
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ImGui::TableNextColumn();
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ImGui::TextColored(s.is_primary ? ImVec4(0.4f, 1.0f, 0.4f, 1.0f) : ImVec4(0.7f, 0.7f, 0.7f, 1.0f),
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"%s", s.is_primary ? "primary" : "extra");
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ImGui::TableNextColumn();
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ImGui::Text("%u Hz %uch %u-bit %s", s.sample_rate, s.channels, s.bits,
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format_tag_name(s.format_tag));
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ImGui::TableNextColumn();
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ImGui::Text("%llu", static_cast<unsigned long long>(s.frames_rendered));
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ImGui::TableNextColumn();
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if (live)
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{
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ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "●");
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}
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else
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{
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ImGui::TextDisabled("idle");
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}
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}
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ImGui::EndTable();
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}
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ImGui::TextDisabled("Game audio also plays locally (double audio).");
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ImGui::End();
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}
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@@ -1,10 +1,14 @@
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// Owns the audio-mirror pipeline (WASAPI process loopback + re-render) and its
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// UI. The target process is derived from the injected game's window.
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// Owns the audio-mirror pipeline (render-hook ring or WASAPI process loopback +
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// re-render) and its UI. The target process is derived from the injected game's
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// window; the render-stream debug view reads the hook's diagnostics back-channel.
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#pragma once
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#include <cstdint>
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#include <windows.h>
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#include "audio/audio_loopback.hpp"
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#include "ipc/ipc_server.hpp"
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namespace coop
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{
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@@ -19,12 +23,16 @@ public:
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target_ = target;
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}
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void draw_ui();
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// `status` is the hook's back-channel, for the render-stream debug view.
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void draw_ui(const HookStatusView& status);
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private:
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HWND target_ = nullptr;
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bool enabled_ = false;
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AudioMirror mirror_;
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// Previous per-stream frame counts, to flag streams as live (advancing).
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std::uint64_t prev_frames_[kMaxAudioStreams] = {};
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};
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} // namespace coop
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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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@@ -66,6 +66,11 @@ HookStatusView IpcServer::hook_status() const
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view.raw_input_gamepad = s.raw_input_gamepad != 0;
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view.raw_input_gamepad_sink = s.raw_input_gamepad_sink != 0;
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view.dinput_loaded = s.dinput_loaded != 0;
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view.audio_streams_seen = s.audio_streams_seen;
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for (std::uint32_t i = 0; i < kMaxAudioStreams; ++i)
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{
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view.audio_streams[i] = s.audio_streams[i];
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}
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return view;
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}
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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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@@ -59,7 +59,7 @@ int run()
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imgui.begin_frame();
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coop::draw_debug_overlay(*input);
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injection.draw();
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audio.draw_ui();
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audio.draw_ui(injection.hook_status());
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capture.draw_ui();
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RECT client = {};
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