Hear system audio wherever it plays, and record windowed games - #216
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Windows system audio moves to process loopback: every app's render streams, whichever output they reach, so a changed default, a per-app routing, a virtual mixer or the communications device can no longer leave clips silent. The endpoint loopback stays for an explicit output pick and as the fallback on builds before Windows 10 2004. A failed audio capture is reopened with a backoff on every platform, and the platform is told when the sound is lost and when it is back instead of once and never again. Game-only capture accepts known windowed games at any size: Minecraft Java and Bedrock built in, more through [capture] windowed_games, with UWP frames judged by the process they host rather than by ApplicationFrameHost.
The lost/back toasts fired once per process, so a second outage went by unnoticed; they now come as one pair per outage. On Linux a recovery clears only its own tooltip, so a "Recording stopped" or CPU-encoder notice that arrived in between stays visible. Process names lose their .EXE in any case.
The installed recorder has no console, so every "clips have no sound" report arrived without a single line to go on. It now also logs to a file under the platform's data dir, capped at 2 MB per file and three files in total, rotated between writes. Each audio capture logs one status line a minute with its peak level, and a retrying capture's repeated failures stay visible at info.
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Important
This repository does not receive automatic reviews because it has fewer than 10 stars. ⚙️ Run configurationConfiguration used: defaults Review profile: CHILL Plan: Advanced Run ID: 📝 WalkthroughWalkthroughThe change adds Windows process-loopback audio with fallback and recovery reporting. It also adds configuration, settings, detection, and capture support for built-in and user-configured windowed games. ChangesWindows system audio
Windowed-game capture
Priority: ➖ Normal Estimated code review effort: 4 (Complex) | ~60 minutes Change: Feature · Severity of issue fixed: Medium Sequence Diagram(s)Windows audio activation and recoverysequenceDiagram
participant Recorder
participant WASAPI
participant AudioCapture
participant PlatformNotifier
Recorder->>WASAPI: Probe process-loopback support
WASAPI-->>Recorder: Return cached support result
Recorder->>AudioCapture: Start selected audio path
AudioCapture->>WASAPI: Open process-loopback or endpoint stream
WASAPI-->>AudioCapture: Return audio or capture failure
AudioCapture->>PlatformNotifier: Emit Lost or Restored
Windowed-game capturesequenceDiagram
participant Settings
participant run_capture
participant game_window
participant capture_game_stream
Settings->>run_capture: Provide WindowedGames
run_capture->>capture_game_stream: Pass configuration
capture_game_stream->>game_window: Classify foreground window
game_window-->>capture_game_stream: Return DetectedGame
capture_game_stream->>capture_game_stream: Capture qualifying window
Merge Risk: 🟡 Moderate · up to Some game clips can receive incorrect names, and later audio outages or capture failures can be hidden from users. Resolve the notification and status handling defects before merge. 🚥 Pre-merge checks | ✅ 3 | ❌ 2❌ Failed checks (2 warnings)
✅ Passed checks (3 passed)
Full details: Out of Scope Changes checkExplanation The commit summary identifies a rustls update for RUSTSEC-2026-0285. This dependency change has no stated connection to Full details: Docstring CoverageExplanation Docstring coverage is 74.19% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 62 functions across 10 files. (4 skipped: 4 unsupported.) ✨ Finishing Touches 💡 1📝 Generate docstrings 💡
🧪 Generate unit tests (beta)
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@coderabbitai review |
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Smoke test on the Windows box (release build of this branch)Setup: game-only capture ( Recorder log, in order: The clip: h264 1920×1080 + opus 48 kHz stereo, 28.6 s. A frame at 20 s shows the Minecraft window letterboxed with its title bar, so the windowed path records the window itself. Two things worth knowing for the next person who runs this from Git Bash: a Not covered here: a machine where the bug reproduced (none available), Minecraft Bedrock, a configured |
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Actionable comments posted: 3
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Inline comments:
In `@crates/app/src/main.rs`:
- Around line 2410-2425: Change the Windows handler around the SystemAudioEvent
closure at crates/app/src/main.rs:2410-2425 to track the current outage and
reset the lost-notification state when SystemAudioEvent::Restored occurs,
allowing the next outage to notify again. At crates/app/src/main.rs:3332-3350,
replace the macOS process-lifetime notification flags with equivalent
current-outage state so each loss/restoration cycle emits its notifications
once.
- Around line 1596-1602: Update the SystemAudioRestored handling around the tray
status assignment to reset to tray::DEFAULT_STATUS only when the current status
is "System audio lost"; otherwise preserve the existing status, including
CaptureFailed and EncoderFallback.
In `@crates/capture/src/game.rs`:
- Line 102: Update clean_app_id to remove the .exe suffix case-insensitively,
while preserving the existing fallback behavior and display_name() usage. Add a
test covering Minecraft.Windows.EXE to verify the cleaned identifier and
resulting display name or clip folder value.
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⛔ Files ignored due to path filters (1)
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📒 Files selected for processing (14)
Cargo.tomlcrates/app/src/main.rscrates/app/src/tray.rscrates/capture/Cargo.tomlcrates/capture/src/game.rscrates/capture/src/windows/game_window.rscrates/capture/src/windows/mod.rscrates/capture/src/windows/wasapi_audio.rscrates/capture/src/windows/wgc_capture.rscrates/config/src/lib.rscrates/config/src/schema.rscrates/settings/src/main.rsdocs/adr/0022-windows-system-audio-process-loopback.mddocs/adr/0023-windows-windowed-games.md
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@coderabbitai review |
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Closes #215, closes #214. Both Windows-only; #215 first, since it is the one people keep hitting.
System audio that follows the sound, not a device (#215)
The Windows system capture was a WASAPI loopback on the console default output, resolved once at startup. That hears exactly one endpoint's mix, and there were three ways for it to be silent without an error, none of which show up in a log the installed recorder does not write:
E_ACCESSDENIEDunder the mic privacy policy) ended the thread for the rest of the session, and the toast that said so is hidden by Windows' automatic Do Not Disturb while a game is fullscreen.AUTOCONVERTPCMhas been seen to deliver all-zero samples after a successfulInitialize(cpal #1200 on 24H2 communications endpoints; loopback on ARM64 never delivering a packet).System audio now defaults to process loopback:
ActivateAudioInterfaceAsynconVAD\Process_Loopback, excluding rewynd's own process tree. That captures every process's render streams before they reach an endpoint, whichever endpoint each plays to, so the routing class is gone, there is no device to invalidate, and the format is the one we ask for with no engine conversion. Windows 10 2004+; older builds fall back to the endpoint loopback on the console default, with the communications-endpoint extra from #210 next to it (process_loopback_supported()decides that in the recorder). An explicit output pick still gets the endpoint loopback on that device.The shared audio pipeline also reopens a failed capture with a 1 s to 30 s backoff instead of ending the thread: the first failure of an outage logs at the source's severity and reports "lost" to the platform (toast on Windows/macOS, tray status on Linux), the first audio after it reports "restored" so that status gets corrected, later failures log at debug, and every reopened stream announces itself. That applies to the mic too, so a mic plugged in after startup gets picked up. The process-loopback decision is made once per process, so the recorder's plan and the capture thread's path always agree.
One thing worth knowing for anyone touching this again: the
windowscrate clears aPROPVARIANTon drop, and clearing aVT_BLOBfrees its data pointer. The activation blob points at the stack, so dropping it as aPROPVARIANTwas aSTATUS_HEAP_CORRUPTIONright after activation returned. It is held inManuallyDropnow; ADR 0022 records this.Games that are played in a window (#214)
Game-only capture accepted the foreground window only when it covered its monitor without a title bar. Minecraft Java is usually played in a window, a maximized one was rejected outright as decorated, and Minecraft Bedrock could not qualify even fullscreen: a UWP app's top-level window belongs to
ApplicationFrameHost.exe, which is on the shell list.javaw.exe/java.exewith a title starting "Minecraft", so an IDE on the same JVM does not match) and Minecraft Bedrock (Minecraft.Windows.exe), labelled "Minecraft" for the clip folder and tray instead ofjavaw. Users add their own through[capture] windowed_games, a field in the settings app shown when desktop capture is off: an entry ending in.exematches the process, anything else is a case-insensitive title substring. A named process beats the shell and non-game lists; a title fragment does not, since "balatro" also matches a browser tab on the wiki or the Steam store page.Windows.UI.Core.CoreWindowchild's process stands in forApplicationFrameHost.exein the exclusion lists, the rules and the game name.WindowState::Fullscreenis nowCapturable), so shrinking the window does not release it while minimizing still does after its grace. WGC captures the window at whatever size it has; the slot pool and windows-capture's frame pool already recreate on resize, and the NV12 pass letterboxes any aspect.clean_app_idkeeps a dotted.exestem whole (Minecraft.Windows,Battle.net), instead of taking the last segment as if it were a reverse-DNS id.ADR 0023 has the reasoning. Linux and macOS ignore the list (they gate a monitor stream on a fullscreen focus); the settings field is hidden there.
A log file for installed users
None of the "no system sound" reports came with evidence, because the installed recorder has no console and wrote nothing down. The recorder now also logs to
<local data>/rewynd/logs/rewynd-recorder.log(%LOCALAPPDATA%\rewynd\logson Windows), at info level and without colour codes. The set is bounded by construction:RotatingLogin the config crate caps each file at 2 MB and keeps three, shiftingrewynd-recorder.logto.1.logand.2.logand dropping the oldest, so it can never exceed 6 MB however long the recorder runs or however noisy a bad day gets. Rotation happens between writes, never inside one. The console output is unchanged and still followsRUST_LOG.To make that file worth asking for, every audio capture logs one status line a minute with its buffer count and the peak level seen since the last line (a silent stream reads as
peak=0), and repeated failures of a retrying capture log at info instead of debug (the backoff bounds them to a couple of lines a minute). The README says where the file is and when to attach it.Verified
cargo build --workspace --all-targets,cargo clippy --workspace --all-targets -- -D warnings,cargo fmt --all --check,cargo test --workspaceon the Windows box.audio_probewith the default device: activates process loopback, 300 buffers, peak 0.17, "non-silent capture confirmed"; with a non-matchingAUDIO_PROBE_DEVICEit takes the endpoint fallback as before.