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audio: implement wrapped IAudioClient3 (#511)
## Link to GitHub Issue, if one exists Fixes #509 ## Description of change Implement `WrappedIAudioClient3`. For now, we have only seen SDVX use it (EG final) and only when the shared mode patch is enabled. Exclusive still goes through version 1. This means that for V3 we can forego implementing backend conversion logic (for now). Only significant addition is `InitializeSharedAudioStream` and this IS called by SDVX when shared mode patch is enabled. ## Testing Tested EG final, tested year 1 data, also IIDX shared/exclusive wasapi.
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@@ -82,7 +82,10 @@ HRESULT STDMETHODCALLTYPE WrappedIMMDevice::Activate(
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return ret;
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}
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if (iid == IID_IAudioClient) {
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// almost all games request IAudioClient
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// so far we have not seen any games request IAudioClient2
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// SDVX EG Final uses IID_IAudioClient3, but only when shared mode patch is on
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if (iid == IID_IAudioClient || iid == IID_IAudioClient3) {
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// prevent initialization recursion when using some ASIO backends that proxy to DirectSound, WASAPI, or WDM
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// like ASIO4All or FlexASIO
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@@ -92,23 +95,18 @@ HRESULT STDMETHODCALLTYPE WrappedIMMDevice::Activate(
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}
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std::lock_guard initialize_guard(hooks::audio::INITIALIZE_LOCK, std::adopt_lock);
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auto client = reinterpret_cast<IAudioClient *>(*ppInterface);
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// release old audio client if initialized
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if (hooks::audio::CLIENT) {
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hooks::audio::CLIENT->Release();
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}
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/*
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ret = wrap_audio_client(pReal, dwClsCtx, pActivationParams, &client);
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if (FAILED(ret)) {
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return ret;
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IAudioClient *client = nullptr;
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if (iid == IID_IAudioClient) {
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client = wrap_audio_client(reinterpret_cast<IAudioClient *>(*ppInterface));
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} else { // IID_IAudioClient3
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client = wrap_audio_client3(reinterpret_cast<IAudioClient3 *>(*ppInterface));
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}
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*/
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client = wrap_audio_client(client);
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*ppInterface = client;
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// persist the audio client
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hooks::audio::CLIENT = client;
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hooks::audio::CLIENT->AddRef();
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