Fix 32-bit FMOD audio crash: hook WASAPI COM methods via vtable swap
The stdcall() fix stopped the Present-hook crash but 32-bit games (Slaps and Beans, FMOD) still crashed the instant audio init ran through the hook. Root cause: SafetyHook's inline hook relocates the target's overwritten prologue into a trampoline, but MMDevApi/AudioSes COM methods on x86 open with `push ebp; mov ebp,esp; and esp,-8` (dynamic stack alignment) and read arguments EBP-relative. The relocated copy leaves EBP wrong, so the original runs with garbage arguments and faults (AV writing *ppInterface inside CEndpointDevice::Activate+0x3d). Switch all five WASAPI COM hooks (IMMDevice::Activate, IAudioClient:: Initialize/GetService, IAudioRenderClient::GetBuffer/ReleaseBuffer) from safetyhook::create_inline to a small VtableHook helper: VirtualProtect the shared vtable slot, overwrite the function pointer, call the saved original directly. No code patching, no trampoline, pristine stack regardless of prologue. One swap covers every instance (a coclass shares one vtable), so the existing shared-vtable strategy is preserved. Inline hooking stays for Present/SwapBuffers, whose prologues relocate cleanly. Reproduced in-process with a new x86 build of the audio render-hook test (audio_hook_test_x86): it installs the hooks, then drives a fresh IAudioClient through them and renders -- segfaulted before, passes now. The x64 audio_hook_test passes regardless of the bug, so the 32-bit build is the regression guard. ctest: x64 7/7, x86 3/3. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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README.md
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README.md
@@ -312,6 +312,19 @@ Non-obvious things that cost time and constrain the design:
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trampolines with the matching convention — `stdcall()` for these — which is a
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no-op on x64. The XInput/focus hooks dodged it only because they never call the
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trampoline (they return synthesized data).
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- **Hook COM methods by swapping the vtable entry, not by inline-patching the
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function — on x86.** Inline hooking relocates the target's overwritten prologue
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into a trampoline. Some x86 prologues defeat that: MMDevApi/AudioSes methods open
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with `push ebp; mov ebp,esp; and esp,-8` (dynamic stack alignment) and read their
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arguments **EBP-relative**. SafetyHook's relocated copy leaves EBP wrong, so the
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original ran with garbage arguments and faulted — this crashed 32-bit FMOD games
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(Slaps and Beans) the instant audio init flowed through the hook, *after* the
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`stdcall()` fix above. The robust fix is vtable-entry hooking: `VirtualProtect` the
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shared vtable slot, overwrite the function pointer, call the saved original
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directly. No code patching, no trampoline, pristine stack regardless of prologue.
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The audio hooks use this; inline hooking is fine for `Present`/`SwapBuffers`, whose
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prologues relocate cleanly. (One swap covers every instance — a coclass shares one
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vtable.) Guarded by `audio_hook_test_x86`.
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- **Steam Input init suppresses XInput.** Initializing the Steam Input API turns on
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Steam's in-process XInput interception, which hides controllers from
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`XInputGetState` unless they're bound to the running appid's action set —
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