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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-11 15:25:46 +03:00
parent 39ad8e85d9
commit 3c27606747
15 changed files with 30113 additions and 29690 deletions

View file

@ -13,7 +13,7 @@
; they vanish from a headless build):
; snd_load(path) -> player snd_play(p, loops, rate, vol)
; snd_stop(p) snd_playing(p) -> bool
; snd_set_volume(p, vol) snd_set_rate(p, rate)
; snd_set_volume(p, vol) snd_set_rate(p, rate) snd_set_pan(p, pan)
; loops: 0 = once, -1 = forever. rate / vol are 16.16 fixed (value/65536).
; ============================================================================
@ -37,6 +37,7 @@ declare ptr @objc_msgSend(ptr, ptr, ...)
@.a_play = private unnamed_addr constant [5 x i8] c"play\00"
@.a_stop = private unnamed_addr constant [5 x i8] c"stop\00"
@.a_isply = private unnamed_addr constant [10 x i8] c"isPlaying\00"
@.a_span = private unnamed_addr constant [8 x i8] c"setPan:\00"
; Load a sound file into an AVAudioPlayer; returns the player (or null).
define ptr @snd_load(ptr %path) {
@ -137,6 +138,22 @@ out:
ret void
}
; Stereo position, -1.0 (hard left) .. 1.0 (hard right). AVAudioPlayer's own pan, so it
; costs nothing and needs no mixer: a one-shot can be placed before it is fired.
define void @snd_set_pan(ptr %p, i32 %pan) {
entry:
%nil = icmp eq ptr %p, null
br i1 %nil, label %out, label %go
go:
%pf = sitofp i32 %pan to float
%v = fdiv float %pf, 6.5536e+04
%sel_p = call ptr @sel_registerName(ptr @.a_span)
%rp = call ptr (ptr, ptr, float) @objc_msgSend(ptr %p, ptr %sel_p, float %v)
br label %out
out:
ret void
}
define void @snd_set_rate(ptr %p, i32 %rate) {
entry:
%nil = icmp eq ptr %p, null