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>