feat(windows): sound, through XAudio2
audio_win.ll implements audio.ll's snd_* contract over XAudio2 from IR: a source voice per clip, restart on play, LoopCount for loops, SetVolume, SetFrequencyRatio and a balance pan through SetOutputMatrix, with the COM slots taken from the SDK's xaudio2.h. Clips are RIFF WAVE read through lp_pak_open (weakly referenced), so a packed sound loads directly. ludicc links it with xaudio2 and ole32, and silences xinput.lib's importeddllmain warning. Verified: ludic-dev test 135/135, selfhost-test 32/32; on the PC a harness loads, plays, pans, loops and stops clips, and Maroon Lake windowed reports "sound: 31 of 31 clips loaded". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -22,9 +22,12 @@ type: feat
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in SDL order with rescaled deadzones, and the software `win_present`. `win32_gl.ll` puts
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the WGL context on that window with vsync and borderless full screen; a headless build
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links `gl_win_nowin.ll` instead. The process is per-monitor DPI aware.
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- **Not yet** — `Audio.*` links and is silent (`audio_win.ll`), the splash and
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`App.set_icon` do nothing, and `Http.*` is still a macOS platform layer; a Windows build
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that uses it stops with a message saying so.
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- **Sound** — `audio_win.ll` is `audio.ll`'s contract over XAudio2: one source voice per
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clip, loops, volume, rate and a balance pan through the output matrix, RIFF WAVE in PCM or
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float. It reads a clip through the asset pack, so a bundled game's first `Audio.load`
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succeeds - AVAudioPlayer takes a filesystem path, which is why macOS cannot.
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- **Not yet** — the splash and `App.set_icon` do nothing, and `Http.*` is still a macOS
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platform layer; a Windows build that uses it stops with a message saying so.
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- **`Gl.*` on Windows** — `gl_win.ll` makes a WGL 4.1 core context on a hidden window's DC,
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and `gl_thunks_win.ll` (generated by `ludic-dev glgen` beside `gl_thunks.ll`) calls
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every entry point through a table `@lgl_win_load` fills from `wglGetProcAddress`, falling
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