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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@ -115,6 +115,7 @@ function emit_header() -> void {
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emith("declare i32 @snd_playing(ptr)\n")
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emith("declare void @snd_set_volume(ptr, i32)\n")
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emith("declare void @snd_set_rate(ptr, i32)\n")
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emith("declare void @snd_set_pan(ptr, i32)\n")
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emith("declare ptr @hs_req_new(ptr, ptr)\n") # #6 HTTP transport (http.ll)
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emith("declare void @hs_req_header(ptr, ptr, ptr)\n")
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emith("declare void @hs_req_body(ptr, ptr, i32)\n")
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