Fix hard crash when toggling ASIO while sending a specific app
Local checkpoint - NOT for public release. Repro (Ed): in applications send mode with an app being captured, turning the ASIO driver off hard-crashed the process. No log and no crash-report file were written - and MixingEngine.DisposeEntry swallows managed exceptions - which points to a native access violation, not a managed throw. Cause: the ASIO toggle rebuilds the capture backend (ApplyAsioMode -> ApplyAudioRuntime -> ApplySendSources), which disposes the live ProcessLoopbackCapture. The old design released the WASAPI COM objects from the disposing thread while the capture thread could still be inside a native GetBuffer call - a classic use-after-free / AV. Fix: the capture thread now owns the ENTIRE COM lifecycle. It activates, runs, and releases every COM object itself, in its finally, only after the loop has exited. StopRecording/Dispose merely signal and join (2s) - they never touch the COM objects. If the thread ever wedges in a native call we leak it rather than free from outside (a rare bounded leak beats a hard crash). The thread is also explicitly MTA, and activation moved onto it, so the async-activation callback can't stall the UI thread. bufferReady is volatile and only disposed once the thread has genuinely exited. Also: ApplyAsioMode force-sets the WASAPI send-list visibility for the new mode, which resurrected the loopback-outputs list in applications mode; re-assert ApplySendModeVisibility at the end so the correct list stays shown after an ASIO toggle. New self-test "Per-application capture lifecycle" runs real start/stop/dispose cycles of the native capture against our own process on hardware - a bad teardown would AV and fail the gate. Gate: 16/16. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
f8a42f2806
commit
ffeba4ad2b
@@ -6566,6 +6566,10 @@ public sealed class MainForm : Form
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// to re-tick to get audio back.
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ApplyAudioRuntime();
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ApplyReceiveDevices();
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// The block above force-set the WASAPI send-list visibility for the new mode. Re-assert the
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// per-application send view on top so the loopback-outputs list stays hidden (and the app list
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// shown) when we're in applications mode — ASIO toggling must not resurrect the wrong list.
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ApplySendModeVisibility();
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if (wipedSomething) logFile.Event($"audio mode change wiped now-hidden device ticks");
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}
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@@ -60,6 +60,7 @@ internal static class SelfTest
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RunStep(results, "Per-peer shaping DSP", PeerShapingDsp);
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RunStep(results, "Multi-output fan-out (both lanes)", FanOutToBothOutputs);
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RunStep(results, "Per-application send enumeration", AppSendEnumeration);
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RunStep(results, "Per-application capture lifecycle", AppSendCaptureLifecycle);
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RunStep(results, "v5 settings and shaping round-trip", V5ConfigRoundTrip);
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RunStep(results, "Profile save and reload", ProfileRoundTrip);
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RunStep(results, "What's-new update marker", WhatsNewMarkerRoundTrip);
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@@ -284,6 +285,31 @@ internal static class SelfTest
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return $"enumerated {apps.Count} app(s); process-loopback supported={supported}";
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}
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/// <summary>Exercises the process-loopback capture's real start → run → teardown cycle several times
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/// against our OWN process, on hardware. This is the regression guard for the ASIO-toggle hard crash:
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/// a bad COM teardown (releasing objects from the wrong thread / mid-native-call) would take the whole
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/// test process down with an access violation, failing the gate. SKIP on Windows too old to support
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/// process loopback.</summary>
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private static string? AppSendCaptureLifecycle()
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{
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if (!RemSound.Sender.ProcessLoopbackCapture.IsSupported)
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return Skip("process loopback needs Windows 10 build 19041+");
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var pid = Process.GetCurrentProcess().Id;
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var cycles = 0;
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for (var i = 0; i < 3; i++)
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{
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var capture = new RemSound.Sender.ProcessLoopbackCapture(pid);
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var frames = 0L;
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capture.DataAvailable += (_, e) => Interlocked.Add(ref frames, e.BytesRecorded);
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capture.StartRecording();
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Thread.Sleep(150); // let activation + the capture loop run and then be torn down
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capture.Dispose(); // teardown while the capture thread is live — the crash scenario
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cycles++;
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}
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return $"ran {cycles} start/stop/dispose cycles on pid {pid} with no crash";
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}
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/// <summary>The v5 machine-wide settings and per-peer shaping survive a JSON save/reload: new
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/// AppConfig defaults, the named-peers book, the main tab order, per-peer shaping with parametric
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/// bands, and the new recording default. All in-memory — the real config/profiles aren't touched.</summary>
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@@ -39,9 +39,11 @@ public sealed class ProcessLoopbackCapture : IWaveIn
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private readonly bool includeTree;
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private IAudioClient? audioClient;
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private IAudioCaptureClient? captureClient;
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private EventWaitHandle? bufferReady;
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private volatile EventWaitHandle? bufferReady;
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private Thread? captureThread;
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private volatile bool running;
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private volatile bool stopRequested;
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private volatile bool threadExited;
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public WaveFormat WaveFormat { get; set; } = CaptureFormat;
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@@ -67,26 +69,38 @@ public sealed class ProcessLoopbackCapture : IWaveIn
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if (!IsSupported)
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throw new PlatformNotSupportedException("Process-loopback capture needs Windows 10 build 19041 or newer.");
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Activate();
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running = true;
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captureThread = new Thread(CaptureLoop)
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stopRequested = false;
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threadExited = false;
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// The capture thread owns the ENTIRE COM lifecycle — it activates, runs, and releases every COM
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// object itself before exiting. Nothing else ever touches those objects, so they can never be
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// released out from under a running native call (the access-violation hard-crash we hit when a
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// rebuild disposed the capture mid-GetBuffer). Activation is done on this thread too, so blocking
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// on the async-activation callback can't stall the UI thread.
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captureThread = new Thread(CaptureThreadMain)
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{
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IsBackground = true,
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Name = $"proc-loopback-{targetPid}",
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Priority = ThreadPriority.AboveNormal,
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};
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// WASAPI / ActivateAudioInterfaceAsync want an MTA thread: the completion callback arrives on an
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// MTA pool thread and we block waiting for it, so this must not be the STA UI thread.
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captureThread.SetApartmentState(ApartmentState.MTA);
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captureThread.Start();
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}
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public void StopRecording()
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{
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if (!running && captureThread == null) return;
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running = false;
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bufferReady?.Set(); // wake the loop so it can exit
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captureThread?.Join(500);
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var t = captureThread;
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captureThread = null;
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try { audioClient?.Stop(); } catch { }
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RecordingStopped?.Invoke(this, new StoppedEventArgs());
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running = false;
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stopRequested = true;
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bufferReady?.Set(); // wake the loop so it exits promptly
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// Only WAIT for the thread here; never release COM from this side. If the thread is wedged in a
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// native call and doesn't return, we leak it rather than free objects from another thread and
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// risk an access violation — a rare leak beats a hard crash. Guard against joining ourselves in
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// case a RecordingStopped handler re-enters.
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if (t is not null && t != Thread.CurrentThread) t.Join(2000);
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}
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private void Activate()
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@@ -160,39 +174,16 @@ public sealed class ProcessLoopbackCapture : IWaveIn
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if (startHr != 0) Marshal.ThrowExceptionForHR(startHr);
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}
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private void CaptureLoop()
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/// <summary>The whole life of one process-loopback capture, start to finish, on a single MTA thread:
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/// activate the client, pull audio until asked to stop (or an error), then release every COM object
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/// here — never from another thread. RecordingStopped fires exactly once when the thread finishes.</summary>
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private void CaptureThreadMain()
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{
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Exception? failure = null;
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var frameBytes = CaptureFormat.BlockAlign; // 8 bytes (2ch * float)
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try
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{
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while (running)
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{
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if (bufferReady!.WaitOne(200) == false) continue;
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if (!running) break;
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while (true)
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{
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var hr = captureClient!.GetBuffer(out var dataPtr, out var frames, out var flags, out _, out _);
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if (hr != 0)
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{
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// AUDCLNT_S_BUFFER_EMPTY (0x08890001) — nothing to read this wake.
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if ((uint)hr == 0x08890001) break;
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Marshal.ThrowExceptionForHR(hr);
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}
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if (frames == 0) break;
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var byteCount = frames * frameBytes;
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var buffer = new byte[byteCount];
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const int AUDCLNT_BUFFERFLAGS_SILENT = 0x2;
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if ((flags & AUDCLNT_BUFFERFLAGS_SILENT) == 0)
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Marshal.Copy(dataPtr, buffer, 0, byteCount);
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// else leave zeroed — WASAPI signalled a silent packet.
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captureClient.ReleaseBuffer(frames);
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DataAvailable?.Invoke(this, new WaveInEventArgs(buffer, byteCount));
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}
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}
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Activate(); // creates audioClient / captureClient / bufferReady on THIS thread
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RunCaptureLoop();
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}
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catch (Exception ex)
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{
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@@ -200,18 +191,66 @@ public sealed class ProcessLoopbackCapture : IWaveIn
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}
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finally
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{
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if (failure != null)
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RecordingStopped?.Invoke(this, new StoppedEventArgs(failure));
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TeardownComOnThisThread();
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running = false;
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threadExited = true;
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RecordingStopped?.Invoke(this, new StoppedEventArgs(failure));
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}
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}
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private void RunCaptureLoop()
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{
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var frameBytes = CaptureFormat.BlockAlign; // 8 bytes (2ch * float)
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while (!stopRequested)
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{
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if (bufferReady!.WaitOne(200) == false) continue;
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if (stopRequested) break;
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while (!stopRequested)
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{
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var hr = captureClient!.GetBuffer(out var dataPtr, out var frames, out var flags, out _, out _);
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if (hr != 0)
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{
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// AUDCLNT_S_BUFFER_EMPTY (0x08890001) — nothing to read this wake.
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if ((uint)hr == 0x08890001) break;
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Marshal.ThrowExceptionForHR(hr);
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}
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if (frames == 0) break;
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var byteCount = frames * frameBytes;
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var buffer = new byte[byteCount];
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const int AUDCLNT_BUFFERFLAGS_SILENT = 0x2;
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if ((flags & AUDCLNT_BUFFERFLAGS_SILENT) == 0)
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Marshal.Copy(dataPtr, buffer, 0, byteCount);
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// else leave zeroed — WASAPI signalled a silent packet.
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captureClient.ReleaseBuffer(frames);
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DataAvailable?.Invoke(this, new WaveInEventArgs(buffer, byteCount));
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}
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}
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}
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/// <summary>Releases the COM objects on the capture thread (the only thread that ever touches them).
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/// Stop the client before releasing so no callback is in flight.</summary>
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private void TeardownComOnThisThread()
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{
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try { audioClient?.Stop(); } catch { }
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try { audioClient?.Reset(); } catch { }
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if (captureClient != null) { try { Marshal.ReleaseComObject(captureClient); } catch { } captureClient = null; }
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if (audioClient != null) { try { Marshal.ReleaseComObject(audioClient); } catch { } audioClient = null; }
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}
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public void Dispose()
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{
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StopRecording();
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if (captureClient != null) { try { Marshal.ReleaseComObject(captureClient); } catch { } captureClient = null; }
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if (audioClient != null) { try { Marshal.ReleaseComObject(audioClient); } catch { } audioClient = null; }
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bufferReady?.Dispose();
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bufferReady = null;
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// Dispose the wait handle only once the thread has genuinely exited (it uses the handle). If the
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// thread wedged and StopRecording's join timed out, leave the handle alone rather than pull it
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// from under a live WaitOne — the leak is bounded and safe; a use-after-free would not be.
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if (threadExited)
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{
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bufferReady?.Dispose();
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bufferReady = null;
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}
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}
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// ---- Async activation completion handler -------------------------------------------------
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