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mic capture: ring buffer overflows almost immediately once capture starts — game may not be draining MicRead

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
35/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Active
Tech stack
cpp

Research direction

Start with src/runtime/patch/mic_provider.cpp, especially the ring capacity and overflow handling, then trace how CaptureAndEncodeLocalVoice is gated in the game. Determine whether a quiet reader is expected in the affected modes and how stale buffered audio should be handled; the issue is resolved when capture delivery behavior is understood and the fast overflows are addressed or explained.

Written by the indexing model from the issue text.

Description

bug

Found during review of PR #90 (#51).

In 15 of 22 captured client runs where mic capture actually started, "ring buffer full — game is not draining MicRead" followed — in 13 of those 15 within 0.54-0.93s of "capture started" (two took ~10s and ~60s). The ring buffer holds 500ms (kRingCapacitySamples = 24000 at 48kHz, src/runtime/patch/mic_provider.cpp:66), so the game is reading at most ~40% of real-time audio in that window, and nearly nothing in the fast-overflow runs.

The game's reader (CaptureAndEncodeLocalVoice, 0x140d7bd90 per ReVault) only runs under certain modes (gated on offset 0x8c14 and a per-slot bit) — a quiet reader may be expected in some of those sessions, but this is unresolved. Even once the game does read, it first gets up to 500ms of stale audio from the ring.

This is separate from #51 (which was specifically the thread-ownership rejection preventing capture from starting at all, fixed in PR #90) — #51's fix makes capture start reliably, but doesn't address whether captured audio is actually delivered to the game once it does.

Dominant language
C++
Stars
2
Forks
3
Avg merge
9h 6m
Merged PRs (30d)
459

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