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