Found by the mock-game capture/audio/hook stress test (toggling the audio
subsystem while a game renders):
1. Guessed-stream silence over-WRITE: hk_ReleaseBuffer zeroed num_frames *
guessed_block bytes, but a guess can be larger than the real per-frame size
(e.g. an 8ch device guess for a 2ch game), so the memset wrote past the real
buffer into adjacent audio memory -> intermittent access violation in the
game. Fix: capture but do NOT silence a guessed stream (it stays audible --
echo); only an exact/override format, whose frame size is known, gets the
no-echo silence.
2. VtableHook::remove nulled m_original, racing an in-flight detour into a null
call -> keep it valid (the original function stays mapped).
3. g_ipc was a non-atomic pointer read on the hot path while unhook nulled it
(TOCTOU) -> make it atomic, load once.
4. Stale GetBuffer/ReleaseBuffer pairing across a toggle -> epoch-stamp the
GetBuffer and only capture in the same hooked epoch.
5. COM-object churn: re-creating the probe client every enable raced AudioSes ->
build the probe once, keep it across toggles (only swap vtable slots);
release on detach (shutdown_audio_hooks). Plus drain in-flight detours before
tearing down state.
Stress test: 0 crashes in many repeated runs (was ~50%). Guessed streams now
echo (the no-echo path is reached via an exact/auto-attach format or override).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>