feat(audio): Audio.* standard library over a native AVAudioPlayer backend (#22)
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Adds the Audio.* namespace and its platform backend, the audio subsystem #22 was
blocked on.

- runtime/native/audio.ll: the macOS backend, AVAudioPlayer driven through the
  objc runtime C ABI (no ObjC/C source), same style as cocoa.ll — snd_load /
  play / stop / playing / set_volume / set_rate. Spliced and linked with
  AVFoundation only when a windowed build actually uses Audio.* (needed_framework,
  since AVAudioPlayer is reached by name).
- runtime/native/audio.ludic: the Audio.* runtime — a handle table, master
  volume/pitch, a single music channel. load/play/play_sound/play_music/stop/
  stop_music/stop_all/volume/pitch/is_playing. Every native call is
  is_windowed()-guarded, so a headless build carries the API as no-ops (load
  returns 0, is_playing false) and needs no audio device.
- compiler: Audio.* namespace dispatch, g_uses_audio splice, snd_* intrinsics +
  declarations, and the conditional AVFoundation link in both the canonical
  (main.ludic) and dev-runner (x app) paths.
- docs: a full docs/language/audio section (10 method pages); check-impl green.
- test: examples/library/audio.ludic self-asserts the headless no-op path.

Playback is out-of-band and never feeds the deterministic sim, but triggers are
frame-driven so replays fire the same sounds. Reseeded; suites green (80 + 29).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-31 17:52:31 +03:00
parent d6ca320269
commit 4eef5ebbce
23 changed files with 22294 additions and 21004 deletions

View file

@ -0,0 +1,15 @@
bump: minor
type: feat
**Audio standard library (#22).** `Audio.*` — sound effects and music over a new
platform audio backend (`runtime/native/audio.ll`, AVAudioPlayer on macOS, spliced
and linked with AVFoundation only when a windowed build uses it). `Audio.load`
loads a sound file into a handle; `Audio.play` / `play_sound` fire it one-shot,
`play_music` loops it on a single music channel; `Audio.stop` / `stop_music` /
`stop_all` stop them; `Audio.volume` sets the master volume and `Audio.pitch` the
playback rate, both across every loaded sound; `Audio.is_playing` reports state.
Playback is out-of-band — the audio device is real-time, explicitly not part of
the deterministic simulation — but every trigger is an ordinary frame-driven
call, so a recorded/replayed run fires the same sounds at the same frames.
Headless builds carry the whole API as no-ops (the native `snd_*` calls are
`is_windowed()`-guarded and dead-stripped), so the same game code runs under the
test harness with no audio device.