# ludic.audio A game's sounds, and the one door to the runtime's `Audio.*`. Uses nothing. **`Audio.play` is the interface; the world goes through `aud_emit`.** A click, a chime, a shutter and a warning happen in the player's head and are played flat (`aud_ui`). Everything that happens in the world - a foot, an axe, a pot, a splash, a call - carries a gain, a pitch and a pan from where it is relative to the listener, even when that is the listener's own position. A game that played half its world flat had an axe across the camp as loud as your own and a pot at the fire as loud from the far shore; nothing said so, because audio is a no-op headless. ```ludic import "ludic.audio" bind AudioListener { x: fn ear_x, z: fn ear_z, yaw: fn ear_yaw } bind AudioFiles { cache_dir: fn audio_cache } # a writable directory let axe = aud_load("assets/kit/audio/chop1.wav") aud_emit_at(axe, tree.x, tree.z, 90.0) # heard within 90 m, panned, a little lower far off aud_ui(click) ``` ## Ports ```ludic port AudioListener { x: fn() -> float, z: fn() -> float, yaw: fn() -> float } # yaw: radians, 0 down -z port AudioFiles { cache_dir: fn() -> string } # "" (the default): a packed clip stays silent ``` ## API | | | | --- | --- | | `aud_emit(h, gain, pitch, pan)` | a world sound, as given: the ONE call to `Audio.play_at`, and the one place a float becomes the runtime's Q16.16 | | `aud_emit_at(h, x, z, range) -> bool` | a world sound at a place, gain, pitch and pan from the listener; false when out of earshot | | `aud_gain_at(x, z, range)`, `aud_pan_at(x, z)`, `aud_pitch_at(gain)` | a shaped roll-off (not an inverse square: that is deafening or inaudible in a valley of trees), the side from the listener's heading (ahead and behind centred), and a semitone lower at the edge of hearing | | `aud_ui(h)` | an interface sound, flat: the ONE call to `Audio.play` | | `aud_music(h)`, `aud_stop_music()`, `aud_master(v)` | the loop and the master volume | | `aud_load(path) -> int`, `aud_unpack(path, name)`, `aud_tried()`, `aud_live()` | a clip, loaded past `Audio.load`'s blind spot; how many were asked for and how many loaded | | `aud_wav_seconds(path, fallback)` | a PCM WAV's length from its header, for re-triggering a loop before it ends | | `aud_last_gain()`, `aud_last_pitch()`, `aud_last_pan()`, `aud_emitted()` | what the last shot handed the runtime: the only thing a headless test can hear | ## The pack `Audio.load` takes a real filesystem path - it bottoms out in AVAudioPlayer's `initWithContentsOfURL:` - not the pack-aware `file_open` every other asset goes through. In a project the two are the same; in a bundle every clip loads as 0, while `Fs.exists` (pack-aware) says it is there. So `aud_load` tries the path and, on 0, lifts the bytes out of the pack into `AudioFiles.cache_dir()` and loads that. A cached copy is trusted only when it is as long as the packed one. Say `aud_live()` of `aud_tried()` at start-up: a silent game is otherwise indistinguishable from a working one. ## The guard A game keeps the rule with a grep (Maroon Lake's `tests/audio.sh`): nothing outside this package names `Audio.*`, `Audio.play` appears once here (in `aud_ui`) and `Audio.play_at` once (in `aud_emit`), and the game calls `aud_ui` only for its interface sounds. ## Tests ```bash ludic test packages/ludic.audio ``` A listener bound to a fake: the roll-off, the pan on each side and turning with the listener, the pitch, emit's numbers, earshot, a WAV header, a packed file lifted once and a short copy replaced.