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

152
runtime/native/audio.ll Normal file
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@ -0,0 +1,152 @@
; ============================================================================
; audio.ll — the macOS audio backend, written in LLVM IR.
;
; Like cocoa.ll, this compiles no Objective-C and no C: it drives AVAudioPlayer
; through the Objective-C runtime's C ABI (objc_getClass / sel_registerName /
; objc_msgSend). ludicc splices it in — alongside cocoa.ll — only when a
; windowed build actually uses Audio.* (g_uses_audio), and links AVFoundation
; then. A sound is loaded once into an AVAudioPlayer and the opaque player
; pointer is handed back to the Ludic side (audio.ludic), which keeps the handle
; table; these functions just operate on one player at a time.
;
; Exposed to Ludic (through the snd_* intrinsics, all is_windowed()-guarded so
; they vanish from a headless build):
; snd_load(path) -> player snd_play(p, loops, rate, vol)
; snd_stop(p) snd_playing(p) -> bool
; snd_set_volume(p, vol) snd_set_rate(p, rate)
; loops: 0 = once, -1 = forever. rate / vol are 16.16 fixed (value/65536).
; ============================================================================
declare ptr @objc_getClass(ptr)
declare ptr @sel_registerName(ptr)
declare ptr @objc_msgSend(ptr, ptr, ...)
@.a_avp = private unnamed_addr constant [14 x i8] c"AVAudioPlayer\00"
@.a_nsstr = private unnamed_addr constant [9 x i8] c"NSString\00"
@.a_nsurl = private unnamed_addr constant [6 x i8] c"NSURL\00"
@.a_utf8 = private unnamed_addr constant [22 x i8] c"stringWithUTF8String:\00"
@.a_furl = private unnamed_addr constant [17 x i8] c"fileURLWithPath:\00"
@.a_alloc = private unnamed_addr constant [6 x i8] c"alloc\00"
@.a_init = private unnamed_addr constant [29 x i8] c"initWithContentsOfURL:error:\00"
@.a_enrat = private unnamed_addr constant [15 x i8] c"setEnableRate:\00"
@.a_prep = private unnamed_addr constant [14 x i8] c"prepareToPlay\00"
@.a_svol = private unnamed_addr constant [11 x i8] c"setVolume:\00"
@.a_srate = private unnamed_addr constant [9 x i8] c"setRate:\00"
@.a_sloop = private unnamed_addr constant [18 x i8] c"setNumberOfLoops:\00"
@.a_sctime= private unnamed_addr constant [16 x i8] c"setCurrentTime:\00"
@.a_play = private unnamed_addr constant [5 x i8] c"play\00"
@.a_stop = private unnamed_addr constant [5 x i8] c"stop\00"
@.a_isply = private unnamed_addr constant [10 x i8] c"isPlaying\00"
; Load a sound file into an AVAudioPlayer; returns the player (or null).
define ptr @snd_load(ptr %path) {
entry:
%strcls = call ptr @objc_getClass(ptr @.a_nsstr)
%sel_u = call ptr @sel_registerName(ptr @.a_utf8)
%s = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %strcls, ptr %sel_u, ptr %path)
%urlcls = call ptr @objc_getClass(ptr @.a_nsurl)
%sel_f = call ptr @sel_registerName(ptr @.a_furl)
%url = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %urlcls, ptr %sel_f, ptr %s)
%avpcls = call ptr @objc_getClass(ptr @.a_avp)
%nocls = icmp eq ptr %avpcls, null
br i1 %nocls, label %fail, label %alloc
alloc:
%sel_a = call ptr @sel_registerName(ptr @.a_alloc)
%p0 = call ptr (ptr, ptr) @objc_msgSend(ptr %avpcls, ptr %sel_a)
%sel_i = call ptr @sel_registerName(ptr @.a_init)
; initWithContentsOfURL:error: — pass NULL for the NSError** out-parameter.
%p = call ptr (ptr, ptr, ptr, ptr) @objc_msgSend(ptr %p0, ptr %sel_i, ptr %url, ptr null)
%nop = icmp eq ptr %p, null
br i1 %nop, label %fail, label %ready
ready:
; enable rate control so setRate: takes effect, and pre-buffer.
%sel_er = call ptr @sel_registerName(ptr @.a_enrat)
%e = call ptr (ptr, ptr, i8) @objc_msgSend(ptr %p, ptr %sel_er, i8 1)
%sel_pr = call ptr @sel_registerName(ptr @.a_prep)
%pr = call ptr (ptr, ptr) @objc_msgSend(ptr %p, ptr %sel_pr)
ret ptr %p
fail:
ret ptr null
}
; Rewind to the start and play, applying loops / rate / volume.
define void @snd_play(ptr %p, i32 %loops, i32 %rate, i32 %vol) {
entry:
%nil = icmp eq ptr %p, null
br i1 %nil, label %out, label %go
go:
%vf = sitofp i32 %vol to float
%v = fdiv float %vf, 6.5536e+04
%sel_v = call ptr @sel_registerName(ptr @.a_svol)
%rv = call ptr (ptr, ptr, float) @objc_msgSend(ptr %p, ptr %sel_v, float %v)
%rf = sitofp i32 %rate to float
%r = fdiv float %rf, 6.5536e+04
%sel_r = call ptr @sel_registerName(ptr @.a_srate)
%rr = call ptr (ptr, ptr, float) @objc_msgSend(ptr %p, ptr %sel_r, float %r)
%l64 = sext i32 %loops to i64
%sel_l = call ptr @sel_registerName(ptr @.a_sloop)
%rl = call ptr (ptr, ptr, i64) @objc_msgSend(ptr %p, ptr %sel_l, i64 %l64)
%sel_ct = call ptr @sel_registerName(ptr @.a_sctime)
%rc = call ptr (ptr, ptr, double) @objc_msgSend(ptr %p, ptr %sel_ct, double 0.0)
%sel_p = call ptr @sel_registerName(ptr @.a_play)
%rp = call ptr (ptr, ptr) @objc_msgSend(ptr %p, ptr %sel_p)
br label %out
out:
ret void
}
define void @snd_stop(ptr %p) {
entry:
%nil = icmp eq ptr %p, null
br i1 %nil, label %out, label %go
go:
%sel_s = call ptr @sel_registerName(ptr @.a_stop)
%rs = call ptr (ptr, ptr) @objc_msgSend(ptr %p, ptr %sel_s)
%sel_ct = call ptr @sel_registerName(ptr @.a_sctime)
%rc = call ptr (ptr, ptr, double) @objc_msgSend(ptr %p, ptr %sel_ct, double 0.0)
br label %out
out:
ret void
}
define i32 @snd_playing(ptr %p) {
entry:
%nil = icmp eq ptr %p, null
br i1 %nil, label %zero, label %ask
ask:
%sel_ip = call ptr @sel_registerName(ptr @.a_isply)
%b = call i8 (ptr, ptr) @objc_msgSend(ptr %p, ptr %sel_ip)
%bi = zext i8 %b to i32
%r = and i32 %bi, 1
ret i32 %r
zero:
ret i32 0
}
define void @snd_set_volume(ptr %p, i32 %vol) {
entry:
%nil = icmp eq ptr %p, null
br i1 %nil, label %out, label %go
go:
%vf = sitofp i32 %vol to float
%v = fdiv float %vf, 6.5536e+04
%sel_v = call ptr @sel_registerName(ptr @.a_svol)
%rv = call ptr (ptr, ptr, float) @objc_msgSend(ptr %p, ptr %sel_v, float %v)
br label %out
out:
ret void
}
define void @snd_set_rate(ptr %p, i32 %rate) {
entry:
%nil = icmp eq ptr %p, null
br i1 %nil, label %out, label %go
go:
%rf = sitofp i32 %rate to float
%r = fdiv float %rf, 6.5536e+04
%sel_r = call ptr @sel_registerName(ptr @.a_srate)
%rr = call ptr (ptr, ptr, float) @objc_msgSend(ptr %p, ptr %sel_r, float %r)
br label %out
out:
ret void
}

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# ============================================================================
# audio.ludic — the Audio.* standard library (#22).
#
# A small, game-shaped sound API over the platform audio backend (audio.ll,
# AVAudioPlayer on macOS). A sound is loaded once into a handle; sfx are fired
# one-shot, music plays on a single looping channel. Playback itself is not part
# of the deterministic simulation — the device output is real-time and
# non-deterministic — but every *trigger* here is an ordinary function call the
# game makes from a frame handler, so a recorded/replayed run fires exactly the
# same sounds at exactly the same frames. Nothing in this file feeds the
# lockstep sim.
#
# Headless builds carry the whole API as no-ops: every native call is guarded by
# is_windowed(), which folds to a compile-time constant, so the snd_* intrinsics
# (and AVFoundation) are dead-stripped out of a headless binary. Audio.load then
# returns 0 and Audio.is_playing returns false, so the same game code runs in the
# test harness without an audio device.
# ============================================================================
const AUDIO_CAP: int = 64 # max simultaneously-loaded sounds
var snd_ready: bool = false
var snd_tab: pointers = null # handle (1-based) -> AVAudioPlayer pointer
var snd_master: fixed = 1.0 # master volume, applied to every play
var snd_rate: fixed = 1.0 # playback rate / pitch (1.0 = normal)
var snd_music: int = 0 # the handle currently playing as music (0 = none)
function audio_init() -> void {
if snd_ready { return }
snd_tab = bytes(AUDIO_CAP * 8) # one 8-byte pointer slot per handle
fill(snd_tab, 0, AUDIO_CAP * 8) # malloc does not zero; empty slots must read null
snd_ready = true
}
# Resolve a 1-based handle to its player pointer (null if out of range / empty).
function audio_get(id: int) -> pointer {
audio_init()
if (id < 1) or (id > AUDIO_CAP) { return null }
return snd_tab[id - 1]
}
# Load a sound file and return its handle (>= 1), or 0 on failure / headless.
function audio_load(path: pointer) -> int {
audio_init()
if not is_windowed() { return 0 }
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] == null {
let p = snd_load(path)
if p == null { return 0 }
snd_tab[i] = p
return i + 1
}
i = i + 1
}
return 0
}
# Fire a one-shot sound from the start.
function audio_play(id: int) -> void {
if not is_windowed() { return }
let p = audio_get(id)
if p == null { return }
snd_play(p, 0, snd_rate, snd_master)
}
# Play a sound as looping background music on the single music channel; any
# previous music is stopped first.
function audio_play_music(id: int) -> void {
if not is_windowed() { return }
let p = audio_get(id)
if p == null { return }
audio_stop_music()
snd_music = id
snd_play(p, -1, snd_rate, snd_master)
}
# Stop one sound.
function audio_stop(id: int) -> void {
if not is_windowed() { return }
let p = audio_get(id)
if p == null { return }
snd_stop(p)
if id == snd_music { snd_music = 0 }
}
# Stop the current music channel.
function audio_stop_music() -> void {
if not is_windowed() { return }
if snd_music != 0 {
let p = audio_get(snd_music)
if p != null { snd_stop(p) }
snd_music = 0
}
}
# Stop every loaded sound.
function audio_stop_all() -> void {
if not is_windowed() { return }
audio_init()
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_stop(snd_tab[i]) }
i = i + 1
}
snd_music = 0
}
# Master volume (0.0 .. 1.0) — applied to every currently-loaded sound now and
# to every future play.
function audio_volume(v: fixed) -> void {
snd_master = v
if not is_windowed() { return }
audio_init()
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_set_volume(snd_tab[i], v) }
i = i + 1
}
}
# Playback rate / pitch (1.0 = normal, 0.5 = an octave down, 2.0 = up).
function audio_pitch(v: fixed) -> void {
snd_rate = v
if not is_windowed() { return }
audio_init()
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_set_rate(snd_tab[i], v) }
i = i + 1
}
}
# Is this sound currently playing?
function audio_is_playing(id: int) -> bool {
if not is_windowed() { return false }
let p = audio_get(id)
if p == null { return false }
return snd_playing(p) != 0
}