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

@ -474,6 +474,10 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
# Audio.play / play_music take a handle, or a name from the sound bank (Audio.define)
if (meth == "play") { if first_arg_is_text(e) { bare = "audio_play_named"; push(labels, "name") } else { bare = "audio_play"; push(labels, "id") } }
if (meth == "play_sound") { bare = "audio_play"; push(labels, "id") }
# Audio.play_at(id, gain:, pitch:, pan:) — one shot with its own gain, pitch and
# stereo position. Audio.volume / Audio.pitch stay global (they are the options
# screen); this is the per-voice one, and it is what distance attenuation is built on.
if (meth == "play_at") { bare = "audio_play_at"; push(labels, "id"); push(labels, "gain"); push(labels, "pitch"); push(labels, "pan") }
if (meth == "play_music") { if first_arg_is_text(e) { bare = "audio_play_music_named"; push(labels, "name") } else { bare = "audio_play_music"; push(labels, "id") } }
if (meth == "stop") { bare = "audio_stop"; push(labels, "id") }
if (meth == "stop_music") { bare = "audio_stop_music" }