Rework the spike-era debug readouts into general-purpose status, with the
verbose diagnostics gated behind the menu bar's "Debug details" switch:
- Controllers (was "Phase 0 spike"): always shows slot/source + live
buttons; the raw stick/trigger numbers are debug-only.
- Injection hook status: general view is attached + focus spoof + a single
"Game reading controller: N polls/s" summary; the per-slot poll table,
focus-API counts, and input-path detection are debug-only.
- Audio: general view adds a "Buffered: N ms" health/latency proxy
(AudioMirror now tracks buffered audio in both render paths) and keeps the
render-stream count; the per-stream table is debug-only.
Default overlay is now clean general status; flip Debug details for the full
diagnostics. Completes the "generalize the UI" roadmap task. All tests pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
End-to-end plumbing of the render-hook audio path.
Hook (coop_hook.dll):
- CMake: build audio_hook.cpp, link ole32/mmdevapi, NTDDI_WIN10_CO.
- dllmain: CoInitializeEx(MTA) on the worker thread; install the audio hooks
even before the ring exists (so streams are counted); open the host's
coop_audio_<pid> ring when it appears and attach it (enabling capture+silence);
remove_audio_hooks on clean detach.
Host (coop_host.exe):
- AudioMirror now creates the shared audio ring (owns capture_enabled) and tries
the Hooked path first: waits ~1s for the hook to publish a format, then
re-renders the game's frames from the ring with AUTOCONVERTPCM (no echo, since
the hook silences the game locally).
- Automatic fallback: if the ring can't be created, no format arrives in time,
or the render client won't initialize, it disables capture (so the game stays
audible) and reverts to the existing process-loopback path (echo, no regress).
- Exposes Source (Hooked/Loopback/None) for the upcoming panel indicator.
Loopback render loop kept intact as run_loopback. Manual end-to-end (M5) and the
panel UI (M4) are next.
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>