feat: per-voice audio, outlines for what is not an actor, and a coast
Three things a game could not say, each of which had been worked around. Audio.play_at(id, gain:, pitch:, pan:) fires a one-shot with its own gain, pitch and stereo position. Audio.volume and Audio.pitch are global - they are the options screen - so a game placing a sound in the world was fighting them, and distance attenuation was simply not expressible. The backend already took volume and rate per call; this adds setPan: alongside them and stops routing through the master state. ludic.render3d gains outline_model(model, mat, width, r, g, b): a rim around something that is not an Actor. The outline pass walked the actor list and stopped, so instanced scatter - a forest - could not be highlighted at all. It is a queue flushed by the same pass, which is what gets the depth test right when the caller does not control pass order. And terrain_coast(cx, cz, margin, fall), the other way to make an island: the sea around the survey's own edge rather than cut out of the middle of it. terrain_island measures a radius from a centre, which drowns two thirds of a real survey to make an island of the rest; this measures inward from the boundary, so everything the data covers stays land and the coast is where the data runs out. Both modes gained a strand - the last few metres of height either side of the water line compressed, which stretches a cliff plunge out into beach and shallows. 132 regression tests and the self-host fixpoints pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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docs/language/audio/audio-play_at.md
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docs/language/audio/audio-play_at.md
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---
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id: audio-play_at
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name: Audio.play_at
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category: audio
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kind: namespace-method
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tokens: Audio.play_at
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sig: Audio.play_at(id, gain, pitch, pan) -> void
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tip: Fire a one-shot with its own gain, pitch and stereo position.
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order: 2
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ns: Audio
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member: play_at
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---
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Plays the sound <code>id</code> from the start as a one-shot, with its **own** gain, pitch
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and stereo position, leaving the master settings alone.
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<code>Audio.volume</code> and <code>Audio.pitch</code> are global: they exist so a player
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can turn the game down, and a game that used them to place a sound in the world would be
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fighting its own options screen. This is the per-voice version, and it is what distance
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attenuation is made of — work out how far away a sound is and which side it is on, and say
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so here.
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- <code>gain</code> — 0.0 to 1.0, multiplied by the master volume, so the options screen
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still wins.
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- <code>pitch</code> — 1.0 is as recorded; 0.5 an octave down, 2.0 an octave up. Clamped
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to the backend's 0.25 .. 4.0.
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- <code>pan</code> — -1.0 hard left, 0.0 centred, 1.0 hard right.
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```ludic
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program Demo {
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entry {
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let call = Audio.load("elk.wav")
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# an elk eighty metres off, over your left shoulder
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Audio.play_at(id: call, gain: 0.3, pitch: 0.96, pan: -0.55)
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}
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}
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```
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One honest limitation, and it is the backend's: a loaded sound is one player, so firing
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the same handle again restarts it rather than layering a second copy over the first. Load
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a handle per variant when several need to overlap — which is what a game does anyway, to
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stop a repeated sound machine-gunning.
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