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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23 changed files with 22294 additions and 21004 deletions
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@ -77,7 +77,9 @@ function cmd_app() -> int {
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let ll = `{outbin}.ll`
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print(`ludicc: {src} -> {outbin} (Ludic-written compiler -> LLVM IR -> windowed binary)`)
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if not shq(`bin/ludicc --windowed {src} > {ll}`) { return 1 }
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if not shq(`{cc()} -O2 {ll} runtime/native/cocoa.ll -framework Cocoa -Wl,-needed_framework,GameController -Wl,-rpath,@loader_path -o {outbin}`) { return 1 }
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# audio.ll (#22) is always linked here for the dev runner — unused snd_* are
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# dead-stripped; the canonical `ludicc -o` path links it only when Audio.* is used.
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if not shq(`{cc()} -O2 {ll} runtime/native/cocoa.ll runtime/native/audio.ll -framework Cocoa -Wl,-needed_framework,GameController -Wl,-needed_framework,AVFoundation -Wl,-rpath,@loader_path -o {outbin}`) { return 1 }
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if not save { run(`rm -f {ll}`) }
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print(`done. run: ./{outbin} (from the repo root, so assets/ resolves)`)
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return 0
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@ -256,6 +256,7 @@ function cmd_test() -> int {
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# deterministic input record/replay — fed one key per poll from stdin.
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feat_case("library/input_actions", " xwa", "1 0 1 1 0 1 0", "input_actions.ludic (#7 action maps + rebinding + deterministic replay)")
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feat_case("library/input_device", "", "1 1 0 1 0 1 71 -71 5 1 3 1 2 1 0 0 1", "input_device.ludic (#50 multi-key held state + analog axis/vector + mouse + gamepad/touch + full-state replay)")
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feat_case("library/audio", "", "0 0 0 0 1", "audio.ludic (#22 Audio.* load/play/music/volume/pitch/stop/is_playing — headless no-op)")
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feat_case("events/recurse", "", "16", "recurse.ludic (EV6: re-entrant emit is depth-bounded, no runaway cycle)")
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net_case("events/scoped", "2")
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