|
|
5d9f9cf284
|
ludic.audio: one call into the runtime's playback - aud_play holds the only Audio.play_at (the one float -> Q16.16 crossing), and aud_emit and aud_ui both go through it; aud_ui had its own play_at since the interface channel, which the game's guard (one play, one play_at) could not hold. README and the module's words follow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
2026-09-30 03:24:36 +03:00 |
|
|
|
b2a45c2fda
|
audio: a volume per channel under the master (effects, wildlife, ambient, interface) - aud_channel_set / aud_emit_on, aud_ui on the interface channel, and Audio.music_volume for the ambience loop on the runtime's music channel
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
2026-09-29 12:11:29 +03:00 |
|
|
|
fdf9866e88
|
feat(packages): ludic.audio - world sounds with a gain, a pan and a pitch from where they are relative to a listener port, flat interface sounds, clips loaded past Audio.load's blind spot for packed assets, loops and the master volume; the one door to Audio.*
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
2026-09-25 08:35:29 +03:00 |
|