Hooked audio mirroring played back pitch-shifted on games we inject into that render at a non-device sample rate (e.g. Godot/Brotato render 44100 Hz on a 48000 Hz endpoint via WASAPI AUTOCONVERTPCM). We attach to an already-running game, so the render-hook never saw its IAudioClient:: Initialize and assumed the device mix format -- right channels/bits, wrong rate -- so 44100 audio was rendered as 48000 (+~1.5 semitones). Fix: treat a pre-existing client's format as a guess and measure its true sample rate from the render cadence (frames/sec over a steady-state window, snapped to the nearest standard rate) before publishing it, deferring capture until verified. Discard the first measurement window so the buffer-fill burst at attach time doesn't over-count. Streams created after we inject still carry their exact Initialize format. Channels/bit-depth genuinely can't be recovered for a pre-existing client: AUTOCONVERTPCM hands GetBuffer a fixed staging buffer (no buffer stride to measure -- confirmed empirically) and WASAPI exposes no API for the format. They stay the device-mix guess, which is correct for the common case (engines render stereo float, matching the endpoint). To keep a wrong guess safe, a VirtualQuery clamp stops the capture copy from ever over-reading the source buffer when the guessed bytes/frame is too large. Surface all of this: a per-stream AudioFormatState (known / measuring / measured rate (ch/bits assumed)) in HookStatus, shown in the Audio panel for the hooked path and as "device endpoint (known)" for loopback; clear hook logs; and enriched mirror status strings. Documented in README (Limitations + Lessons learned). The loopback fallback was always correct (post-mix at the device format). Tests: extract a shared, configurable ToneSource (used by coop_tone and the hook self-test); coop_tone takes rate/channels/bits/format args. Rewrite audio_hook_test to a format matrix x both code paths -- see-init (exact) and guess (rate measured) -- plus a byte-incompatible guess that asserts the clamp keeps capture safe. The matrix caught the attach-burst over-count. audio_loopback_test now spawns coop_tone at several source formats to confirm loopback is format-agnostic. 11/11 x64 + 3/3 x86 pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
165 lines
6.3 KiB
CMake
165 lines
6.3 KiB
CMake
# Self-contained verification of the forwarding core (IPC + XInput hook).
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# Reuses the hook's xinput_hook.cpp directly so it exercises the shipping code.
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add_executable(hook_selftest
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hook_selftest.cpp
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${CMAKE_SOURCE_DIR}/hook/src/xinput_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(hook_selftest PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(hook_selftest PRIVATE
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coop_common
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safetyhook::safetyhook
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xinput)
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add_test(NAME hook_selftest COMMAND hook_selftest)
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# Unit test for the shared audio ring (lock-free SPSC push/pop, wrap-around,
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# format handshake, overrun policy). Header-only, no hook or audio device.
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add_executable(audio_ring_test audio_ring_test.cpp)
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target_link_libraries(audio_ring_test PRIVATE coop_common)
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add_test(NAME audio_ring_test COMMAND audio_ring_test)
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# Unit test for the MKB event ring (SPSC push/pop, wrap-around, full/empty).
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add_executable(mkb_ring_test mkb_ring_test.cpp)
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target_link_libraries(mkb_ring_test PRIVATE coop_common)
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add_test(NAME mkb_ring_test COMMAND mkb_ring_test)
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# Unit test for the audio mixer math (decode/sum/soft-clip/encode). Header-only.
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add_executable(audio_mix_test audio_mix_test.cpp)
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target_include_directories(audio_mix_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME audio_mix_test COMMAND audio_mix_test)
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# Unit test for the host->game mouse coordinate mapping (letterbox inverse +
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# decorated-window client offset). Header-only, no device.
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add_executable(mkb_map_test mkb_map_test.cpp)
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target_include_directories(mkb_map_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME mkb_map_test COMMAND mkb_map_test)
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# Integration test for WASAPI process-loopback capture. Reuses the shipping
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# capture code and captures from coop_tone (a known sine-wave render process).
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add_executable(audio_loopback_test
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audio_loopback_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)
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target_include_directories(audio_loopback_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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# Process loopback needs the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_loopback_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_loopback_test PRIVATE mmdevapi ole32)
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add_dependencies(audio_loopback_test coop_tone)
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add_test(NAME audio_loopback_test COMMAND audio_loopback_test)
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# In-process self-test for the WASAPI render-hook. Reuses the shipping
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# audio_hook.cpp and drives a real WASAPI render path in the same process, so it
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# exercises COM vtable discovery + GetBuffer/ReleaseBuffer interception with no
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# game and no second Steam account (the audio analogue of hook_selftest).
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add_executable(audio_hook_test
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audio_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/audio_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(audio_hook_test PRIVATE
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${CMAKE_SOURCE_DIR}/hook/src
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${CMAKE_SOURCE_DIR}/tools/audio_tone) # shared configurable ToneSource (also used by coop_tone)
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# IAudioClient3 / process-audio APIs want the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_hook_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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ole32
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mmdevapi)
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add_test(NAME audio_hook_test COMMAND audio_hook_test)
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# Unit test for the sRGB->UNORM format mapping the hooked video path uses to avoid
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# darkening *_SRGB-backbuffer games. Header-only, no device.
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add_executable(srgb_format_test srgb_format_test.cpp)
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target_include_directories(srgb_format_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME srgb_format_test COMMAND srgb_format_test)
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# In-process self-test for the Present-hook video path. Reuses the shipping
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# present_hook.cpp and drives a real D3D11 swapchain in the same process, so it
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# exercises the IDXGISwapChain::Present inline hook, the shared keyed-mutex
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# texture, and the open-by-name / readback contract (the video analogue of
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# audio_hook_test). Skips on a machine without a D3D11 device.
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add_executable(present_hook_test
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present_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(present_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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dxgi)
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add_test(NAME present_hook_test COMMAND present_hook_test)
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# In-process self-test for the D3D12 path of the Present hook: drives a real D3D12
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# swapchain through the (shared) IDXGISwapChain::Present vtable and verifies the
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# D3D11On12 bridge copies the D3D12 backbuffer into the shared texture. Skips on a
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# machine without a D3D12 device.
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add_executable(dx12_present_hook_test
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dx12_present_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(dx12_present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(dx12_present_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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d3d12
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dxgi)
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add_test(NAME dx12_present_hook_test COMMAND dx12_present_hook_test)
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# In-process self-test for the OpenGL capture path. Reuses the shipping
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# opengl_hook.cpp and drives a real OpenGL context in the same process, so it
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# exercises the SwapBuffers hook, the glReadPixels readback, and the upload into
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# the shared texture (opened by name + read back). Skips without GL / D3D11.
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add_executable(opengl_hook_test
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opengl_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/opengl_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(opengl_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(opengl_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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dxgi
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opengl32
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gdi32)
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add_test(NAME opengl_hook_test COMMAND opengl_hook_test)
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# Keep the bin/<config>/ root deployable: stage every test exe under tests/. coop_tone
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# (the audio_loopback_test fixture) is staged there too, next to its consumer, so the
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# test's "coop_tone.exe alongside me" lookup keeps working.
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coop_output_subdir(tests
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hook_selftest
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audio_ring_test
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mkb_ring_test
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mkb_map_test
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audio_mix_test
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audio_loopback_test
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audio_hook_test
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srgb_format_test
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present_hook_test
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dx12_present_hook_test
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opengl_hook_test)
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