# audio.ludic — the Audio.* standard library (#22). Sound effects and music over # the platform audio backend (AVAudioPlayer on macOS). A sound is loaded once # into a handle; sfx fire one-shot, music loops on a single channel; master # volume and pitch apply across everything, and Audio.play_at fires one shot with # its own gain, pitch and stereo position without touching them. # # Playback is out-of-band — the audio device is real-time, not part of the # deterministic simulation — but every trigger is an ordinary frame-driven call, # so a recorded run replays the same sounds at the same frames. Headless (no # window) every call is a safe no-op: load returns 0 and is_playing returns # false, so the same code runs under the test harness. A full headless run: # bin/ludic examples/library/audio.ludic -> 0 0 0 0 1 program AudioDemo { function bi(b: bool) -> int { if b { return 1 }; return 0 } entry { let sfx = Audio.load("assets/sfx/blip.wav") # 0 headless (no audio device) let mus = Audio.load("assets/music/theme.ogg") # 0 headless print(sfx) # 0 print(mus) # 0 Audio.volume(0.8) # master volume, 0.0..1.0 Audio.pitch(1.25) # playback rate / pitch Audio.play(sfx) # one-shot sound effect # the per-voice version: a sound placed in the world rather than the master settings. # This is what distance attenuation is made of - work out how far away and which side # it is, and say so. gain rides on top of the master volume, so the options screen wins. Audio.play_at(id: sfx, gain: 0.35, pitch: 0.9, pan: -0.6) Audio.play_at(sfx, 0.35, 0.9, -0.6) # or positionally, which a tight loop prefers Audio.play_music(mus) # looping background music print(bi(Audio.is_playing(sfx))) # 0 headless Audio.stop(sfx) # stop one sound Audio.stop_music() # stop the music channel Audio.stop_all() # stop everything print(bi(Audio.is_playing(mus))) # 0 print(1) # 1 — every call returned cleanly } }