Only the shipping artifacts (coop_host.exe, coop_hook.dll, coop_hook_x86.dll,
coop_inject_x86.exe, steam_api64.dll, steam_input_actions.vdf) now land in the
bin/<config>/ root, so it can be copied wholesale into a donor game folder. Test
exes (plus the coop_tone fixture) build into bin/<config>/tests/ and the dev probes
into bin/<config>/tools/, via a new coop_output_subdir() CMake helper.
The probes resolve coop_hook.dll / the x86 injector from the deployable root one
level up (new common/coop/tool_paths.hpp: deployed_artifact_path checks next-to-exe
then parent). coop_tone is co-located with the tests so audio_loopback_test's
"spawn coop_tone.exe next to me" lookup is unchanged.
Verified from a clean bin/: root holds only deployables; ctest x64 7/7 and x86 3/3
green (incl. audio_loopback_test driving coop_tone from tests/).
Also convert the roadmap Planned list to bullets and drop this (now-done) item.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mirror the real game's audio so Steam Remote Play Together (which streams the
host's own audio session) carries it to the guest. The host captures the game
by PID via WASAPI process loopback and re-renders it on the default endpoint;
the game still plays locally too (accepted "double audio" for now).
- ProcessLoopbackCapture: process-loopback capture client, frame-sink + stats.
The completion handler must be agile (IAgileObject) or
ActivateAudioInterfaceAsync rejects every call with E_ILLEGAL_METHOD_CALL.
- AudioMirror: wraps capture with an event-driven render client and a primed
ring buffer; AudioPanel drives it from the injected game's window/PID.
- coop_tone: standalone WASAPI sine-wave process used as a known audio source.
- audio_loopback_test (CTest): captures coop_tone by PID and asserts non-silent
audio arrives, so the path is verifiable without a second Steam account.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>