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 +1,23 @@
---
id: audio-is_playing
name: Audio.is_playing
category: audio
kind: namespace-method
tokens: Audio.is_playing
sig: Audio.is_playing(id) -> bool
tip: Is this sound playing?
order: 9
ns: Audio
member: is_playing
---
Returns whether the sound <code>id</code> is currently playing. Always <code>false</code> in a headless build.
```ludic
program Demo {
entry {
let sfx = Audio.load("blip.wav")
if Audio.is_playing(sfx) { print(1) }
}
}
```