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Home/ Questions/Q 5981303
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T21:55:31+00:00 2026-05-22T21:55:31+00:00

I wont to detour PlaySoundW function inside Minesweeper. Game is crashing as soon as

  • 0

I wont to detour PlaySoundW function inside Minesweeper.
Game is crashing as soon as it calls PlaySoundW function.
If I uncomment Beep inside my code, game beeps and than crashes.

Now code is calling original function from hooked function so it should’t do anything. But it is crashing anyway.

Can you tell me what is wrong?

After debugging app in Olly I found that when detour is active not all rubbish is popped out of stack.
How to fix it?

This is my code:

#include <Windows.h>
#include <tchar.h>
#include <detours.h>

namespace Hooks
{
    BOOL(__stdcall *OrgPlaySoundW)(LPCTSTR pszSound, HMODULE hmod, DWORD fdwSound) = &PlaySoundW;

    BOOL HookPlaySoundW(LPCTSTR pszSound, HMODULE hmod, DWORD fdwSound)
    {
        //Beep(1000, 250);
        //return TRUE;
        return OrgPlaySoundW(pszSound, hmod, fdwSound);
    }

    void DetourPlaySoundW(BOOL disable)
    {
        if(!disable)
        {
            DetourTransactionBegin();
            DetourUpdateThread(GetCurrentThread());
            DetourAttach(&(PVOID&)OrgPlaySoundW, &HookPlaySoundW);
            DetourTransactionCommit();
        } else 
        {
            DetourTransactionBegin();
            DetourUpdateThread(GetCurrentThread());
            DetourDetach(&(PVOID&)OrgPlaySoundW, &HookPlaySoundW);
            DetourTransactionCommit();
        }
    }
}

BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
    switch(fdwReason)
    {
    case DLL_PROCESS_ATTACH:
        Hooks::DetourPlaySoundW(FALSE);
        break;
    case DLL_PROCESS_DETACH:
        Hooks::DetourPlaySoundW(TRUE);
        break;
    }
    return TRUE;
}
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  1. Editorial Team
    Editorial Team
    2026-05-22T21:55:32+00:00Added an answer on May 22, 2026 at 9:55 pm

    Try setting the calling convention of HookPlaySoundW to __stdcall (because the CC of PlaySoundW is also __stdcall (from Windows.h): WINMMAPI BOOL WINAPI PlaySoundW( __in_opt LPCWSTR pszSound, __in_opt HMODULE hmod, __in DWORD fdwSound);).

    I have worked with detours before and after a casual glance everything looks correct except what I mentioned above. If this doesn’t resolve your problem I’d be glad to do some further investigation.

    The default setting for Visual C++ is __cdecl in which the call*er* cleans up the stack, but in __stdcall the call*ee* cleans up the stack. This is probably (i.e. might possibly be) the reason for all the “rubbish being popped off the stack”.

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