audio: create a wrapper for asio drivers (#731)
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Create `WrappedAsio`, similar to how we wrap `IAudioEndpoint`
So far, the wrapper does these things:
1. logging (for diagnosis, since iidx and gfdm don't produce any logs
when asio succeeds)
2. iidx32+ hack to work around refcount mismatch issue
3. sdvx valk cab hack to force 2-channel audio ("downmixing" by taking
only the front channels)
4. honor volume boost
As a result of `#2` the mempatch was removed from `iidx.cpp` since we
can tackle it cleanly in the hook. `#3` also removes the need for manual
patches.
Real downmixing is hard & expensive on the CPU so it was not
implemented.
## Testing
Tested iidx/sdvx/gfdm with xonar and flexasio
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#pragma once
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#include <atomic>
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#include <memory>
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#include <string>
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#include <vector>
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#include <windows.h>
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#include "external/asio/asio.h"
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#include "external/asio/iasiodrv.h"
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namespace hooks::audio::asio {
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// returns true if a CoCreateInstance call is instantiating a registered ASIO driver.
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// ASIO hosts pass the driver CLSID as both class id and interface id; we also validate
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// it against the system's registered ASIO drivers to avoid false positives
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bool is_asio_creation(REFCLSID rclsid, REFIID riid);
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// wrap a real ASIO driver instance, taking ownership of the supplied reference, and
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// return a proxy that forwards every call to it
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IUnknown *wrap(REFCLSID clsid, void *real);
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}
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// transparent proxy around a real ASIO driver; a single place to intercept ASIO traffic
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struct WrappedAsio final : IAsio {
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WrappedAsio(IAsio *real, REFCLSID clsid, std::string name)
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: pReal(real), clsid(clsid), driver_name(std::move(name)) {
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}
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WrappedAsio(const WrappedAsio &) = delete;
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WrappedAsio &operator=(const WrappedAsio &) = delete;
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virtual ~WrappedAsio();
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// when set, the proxy presents the game's expected multichannel layout to the host so
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// it proceeds to create_buffers, then forwards only the device's real front pair and
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// discards the rest (see create_buffers). set once at boot, before any wrapper exists,
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// so it needs no synchronization
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static bool FORCE_TWO_CHANNELS;
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// some games hardcode a multichannel ASIO output and bail before create_buffers if
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// get_channels reports fewer, so we report at least this many output channels when
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// FORCE_TWO_CHANNELS is active
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static constexpr long FORCED_OUTPUT_CHANNELS = 8;
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#pragma region IUnknown
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HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppv) override;
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ULONG STDMETHODCALLTYPE AddRef() override;
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ULONG STDMETHODCALLTYPE Release() override;
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#pragma endregion
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#pragma region IAsio
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AsioBool __thiscall init(void *sys_handle) override;
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void __thiscall get_driver_name(char *name) override;
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long __thiscall get_driver_version() override;
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void __thiscall get_error_message(char *string) override;
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AsioError __thiscall start() override;
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AsioError __thiscall stop() override;
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AsioError __thiscall get_channels(long *num_input_channels, long *num_output_channels) override;
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AsioError __thiscall get_latencies(long *input_latency, long *output_latency) override;
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AsioError __thiscall get_buffer_size(
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long *min_size,
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long *max_size,
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long *preferred_size,
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long *granularity) override;
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AsioError __thiscall can_sample_rate(AsioSampleRate sample_rate) override;
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AsioError __thiscall get_sample_rate(AsioSampleRate *sample_rate) override;
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AsioError __thiscall set_sample_rate(AsioSampleRate sample_rate) override;
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AsioError __thiscall get_clock_sources(ASIOClockSource *clocks, long *num_sources) override;
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AsioError __thiscall set_clock_source(long reference) override;
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AsioError __thiscall get_sample_position(ASIOSamples *s_pos, ASIOTimeStamp *t_stamp) override;
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AsioError __thiscall get_channel_info(AsioChannelInfo *info) override;
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AsioError __thiscall create_buffers(
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AsioBufferInfo *buffer_infos,
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long num_channels,
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long buffer_size,
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AsioCallbacks *callbacks) override;
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AsioError __thiscall dispose_buffers() override;
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AsioError __thiscall control_panel() override;
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AsioError __thiscall future(long selector, void *opt) override;
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AsioError __thiscall output_ready() override;
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#pragma endregion
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private:
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// create_buffers implementation used when FORCE_TWO_CHANNELS is active: forwards only
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// the channels the real device has and hands the game throwaway buffers for the rest
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AsioError create_buffers_front_pair(
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AsioBufferInfo *buffer_infos,
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long num_channels,
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long buffer_size,
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AsioCallbacks *callbacks);
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// if hooks::audio::VOLUME_BOOST is set, saves the game's callbacks and returns a proxy
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// callback set (our buffer-switch trampolines) to hand the real driver instead, so we
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// can scale its output buffers after the game fills them. otherwise returns the game's
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// callbacks unchanged. called at create_buffers time, before the stream starts
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AsioCallbacks *install_volume_callbacks(AsioCallbacks *game_callbacks);
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// records a device output channel whose buffers we scale by the volume boost. queries
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// the real driver for the channel's sample format. called at create_buffers time
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void record_volume_output_channel(const AsioBufferInfo &info);
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// publishes the captured volume state to the realtime thread once the buffers exist,
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// making our trampolines start scaling. called at the end of either create_buffers path
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void publish_volume(long buffer_size);
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// detaches this instance from the realtime trampolines so they stop touching its
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// buffers. called from dispose_buffers and the destructor
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void detach_volume();
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// multiplies every recorded output channel's buffer for the given double-buffer index
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// by the volume boost. runs on the driver's realtime thread from our buffer switch
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void apply_output_volume(long double_buffer_index);
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// realtime-thread trampolines for the buffer-switch callbacks, handed to the real
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// driver in place of the game's; ASIO callbacks carry no user data, so they reach the
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// active wrapper through volume_active_instance, call the game's original, then scale.
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// the other two callbacks (sample_rate_did_change, asio_message) are forwarded as the
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// game's own pointers, so they need no trampoline
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static void __cdecl volume_buffer_switch(long double_buffer_index, AsioBool direct_process);
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static AsioTime * __cdecl volume_buffer_switch_time_info(
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AsioTime *params, long double_buffer_index, AsioBool direct_process);
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// the single wrapper whose proxy callbacks are installed (ASIO is single-instance with
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// one running stream); read by the static trampolines to reach the right wrapper
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static std::atomic<WrappedAsio *> volume_active_instance;
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IAsio *const pReal;
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const CLSID clsid;
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// registry name of the driver (not get_driver_name), used in our logs as a single
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// unambiguous name; constant for our lifetime
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std::string driver_name;
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// our own reference count; we hold one reference on pReal and release it when this
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// drops to zero
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std::atomic<ULONG> ref_count {1};
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// throwaway double buffers handed to the channels we discard when FORCE_TWO_CHANNELS
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// is active (see create_buffers). owned for the lifetime of the buffer set and freed
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// in dispose_buffers; only read by the game from its own bufferSwitch, never by us
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std::vector<std::unique_ptr<uint8_t[]>> dummy_buffers;
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// one device output channel scaled by the volume boost in our buffer switch
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struct VolumeOutputChannel {
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void *buffers[2];
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AsioSampleType type;
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};
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// volume boost state, captured at create_buffers time and published to the realtime
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// thread via volume_active_instance once fully built; untouched while the stream runs.
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// volume_active gates whether we install our proxy callbacks at all
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bool volume_active = false;
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float volume_gain = 1.0f;
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long volume_buffer_size = 0;
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AsioCallbacks volume_game_callbacks {};
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AsioCallbacks volume_proxy_callbacks {};
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std::vector<VolumeOutputChannel> volume_channels;
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};
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