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How would I go about capturing the audio output of a single application with Win32/C++/C#, whilst avoiding hooking against IAudioRenderClient?

I have only been able to find solutions to capture the whole audio output of the system (or rather, the currently active audio output port / capture device), either through DirectShow or various other Win32 API functions (WASAPI etc.) which were of little help (because I only need a single applications audio output). The only viable solution seemed to be hooking the applications IAudioRenderClient and then calling IAudioRenderClient::GetBuffers() according to this.

The reason I am trying to avoid this is that a majority of applications I intend to capture are protected by various anti-cheat systems, able to detect the code injection but unable to differentiate it from an actual cheat.

Any pointers towards APIs/API-functions etc. or anything silencing my concerns of false detection would be highly appreciated.

Community
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Jake
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  • Yeah - that's WHY the "majority of applications [you] intend to capture are protected by various anti-cheat systems." Danged copwrite laws. Who needs 'em? – Shannon Holsinger Sep 07 '16 at 17:01
  • You will have to hook. And most likely not just `IAudioRenderClient` but all audio APIs the applications in question use. – Roman R. Sep 07 '16 at 17:05

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