# emit.ludic - the only calls into the runtime's playback: aud_play, under aud_emit and aud_ui, is the ONE # place a float crosses into Audio.play_at's Q16.16 - handed over unconverted, 0.94 as a pitch clamped to 4x # and -0.85 as a pan to hard left, and every sound in a valley played fast out of one speaker export state AudioState { last_gain: float = 0.0 last_pitch: float = 0.0 last_pan: float = 0.0 emitted: int = 0 tried: int = 0 live: int = 0 ch_gain: []float = [1.0, 1.0, 1.0, 1.0] # per channel (channels.ludic), under the master } export function aud_emit(audio_st: mut AudioState, h: int, gain: float, pitch: float, pan: float) -> void { if h == 0 { return } audio_st.last_gain = gain audio_st.last_pitch = pitch audio_st.last_pan = pan audio_st.emitted += 1 aud_play(h, gain, pitch, pan) } # the ONE call into the runtime's playback, and the one place a float becomes its Q16.16 function aud_play(h: int, gain: float, pitch: float, pan: float) -> void { Audio.play_at(h, fixed(gain), fixed(pitch), fixed(pan)) } # a sound at a place in the world, heard within `range` metres: false (and nothing played) when the # listener is out of earshot export function aud_emit_at(audio_st: mut AudioState, h: int, x: float, z: float, range: float) -> bool { let g = aud_gain_at(x, z, range) if g == 0.0 { return false } aud_emit(audio_st, h, g, aud_pitch_at(g), aud_pan_at(x, z)) return true } # a click, a chime, a shutter, a warning: in the player's head, flat export function aud_ui(audio_st: mut AudioState, h: int) -> void { if h == 0 { return } audio_st.emitted += 1 aud_play(h, aud_channel(audio_st, AUD_CH_UI), 1.0, 0.0) } export function aud_music(h: int) -> void { if h != 0 { Audio.play_music(h) } } export function aud_stop_music() -> void { Audio.stop_music() } export function aud_master(v: float) -> void { Audio.volume(fixed(Math.clamp(v, 0.0, 1.0))) } # what the last emit handed the runtime, and how many shots so far: Audio.* is a no-op headless, so # the numbers are the only thing a test can hear export function aud_last_gain(audio_st: AudioState) -> float { return audio_st.last_gain } export function aud_last_pitch(audio_st: AudioState) -> float { return audio_st.last_pitch } export function aud_last_pan(audio_st: AudioState) -> float { return audio_st.last_pan } export function aud_emitted(audio_st: AudioState) -> int { return audio_st.emitted }