Update the plan's status (validated against a real already-playing game),
add the "reactive-only hooking fails on late injection" lesson and the
self-deadlock ordering sub-lesson, and document tools/audio_probe in the
README. Mirrors commit c7be4ee.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- README: audio mirror is now the injected render-hook with process-loopback as
automatic fallback; update Architecture/Limitations/Status/Roadmap and the
manual run step (Source indicator + render-stream table). Add tests
(audio_ring_test, audio_hook_test) and a lessons-learned note on COM vtable
indices (IAudioClient::GetService is 14, not 13).
- plan doc: mark M1-M4 implemented/committed, M5 (real-game end-to-end) pending,
and record the GetService index correction.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements the WASAPI render-hook (hook/src/audio_hook.{hpp,cpp}) and an
in-process self-test that proves COM vtable discovery and GetBuffer/ReleaseBuffer
interception with no game and no second Steam account.
- audio_hook.cpp: anchors on IMMDevice::Activate (idx 3) off our own default
endpoint (shared vtable), then hooks IAudioClient::Initialize (3) /
GetService (14) and IAudioRenderClient::GetBuffer (3) / ReleaseBuffer (4) off
live game pointers. Copies primary-stream frames into the audio ring and
releases with AUDCLNT_BUFFERFLAGS_SILENT (+ memset belt-and-suspenders), only
while the host-owned capture_enabled flag is set. Stream counting runs always;
on a ring overrun it keeps playing locally rather than going silent.
- ipc_client.hpp: publish_audio_stream / note_audio_frames /
set_audio_streams_seen write the render-stream debug fields into HookStatus.
- tests/audio_hook_test.cpp: installs the hooks, renders a tone through WASAPI
in-process, and asserts exactly one stream, frames pushed to the ring, the
ring carries the non-silent tone, and the primary was silenced. PASS:
streams_seen=1, frames_captured=32640.
- plan doc: correct GetService vtable index 13 -> 14 (SetEventHandle is 13).
coop_hook DLL wiring + host consumer/fallback come next (M3).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
First milestone of the injection render-hook audio path (see
docs/audio-render-hook-plan.md) that fixes the local audio echo without a
virtual device.
- common/include/coop/audio_ring.hpp: new lock-free SPSC shared-memory ring
for PCM, separate from the input/status SharedBlock. Free-running 64-bit
positions (release/acquire), format handshake, host-owned capture_enabled
gate, drop-whole-packet overrun policy.
- common/include/coop/protocol.hpp: add AudioStreamInfo + audio_streams_seen /
audio_streams[] to the always-present HookStatus for the render-stream-count
debug view; bump kProtocolVersion 3->4 (new members appended).
- tests/audio_ring_test.cpp: in-process unit test (push/pop integrity,
wrap-around, format handshake, overrun/drop). No hook or audio device.
- docs/audio-render-hook-plan.md: the green-lit design this implements.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>