# ============================================================================ # audio.ludic — the Audio.* standard library (#22). # # A small, game-shaped sound API over the platform audio backend (audio.ll, # AVAudioEngine on macOS). A sound is loaded once into a handle; sfx are fired # one-shot, music plays on a single looping channel. Playback itself is not part # of the deterministic simulation — the device output is real-time and # non-deterministic — but every *trigger* here is an ordinary function call the # game makes from a frame handler, so a recorded/replayed run fires exactly the # same sounds at exactly the same frames. Nothing in this file feeds the # lockstep sim. # # Headless builds carry the whole API as no-ops: every native call is guarded by # is_windowed(), which folds to a compile-time constant, so the snd_* intrinsics # (and AVFoundation) are dead-stripped out of a headless binary. Audio.load then # returns 0 and Audio.is_playing returns false, so the same game code runs in the # test harness without an audio device. # ============================================================================ const AUDIO_CAP: int = 64 # max simultaneously-loaded sounds export state RtAudioState { snd_ready: bool = false snd_tab: pointers = null # handle (1-based) -> the backend's voice pointer snd_master: fixed = 1.0 # master volume, applied to every play (and to audio_play_at's gain) snd_rate: fixed = 1.0 # playback rate / pitch (1.0 = normal) snd_music: int = 0 # the handle currently playing as music (0 = none) snd_bank_name: pointers = null snd_bank_id: words = null snd_bank_n: int = 0 } # the sound bank: sounds registered by name (Audio.define), played by name (Audio.play(name:)) function audio_init(rt_audio_st: mut RtAudioState) -> void { if rt_audio_st.snd_ready { return } rt_audio_st.snd_tab = pointers(AUDIO_CAP) # one 8-byte pointer slot per handle fill(rt_audio_st.snd_tab, 0, AUDIO_CAP * 8) # malloc does not zero; empty slots must read null rt_audio_st.snd_bank_name = pointers(AUDIO_CAP) rt_audio_st.snd_bank_id = words(AUDIO_CAP) rt_audio_st.snd_ready = true } # ---- the sound bank: Audio.define(name, path) then Audio.play(name: "…") ------ # Load a sound and remember it under a name; returns the handle (0 headless). function audio_define(rt_audio_st: mut RtAudioState, name: pointer, path: pointer) -> int { audio_init(rt_audio_st) let id = audio_load(rt_audio_st, path) if rt_audio_st.snd_bank_n < AUDIO_CAP { rt_audio_st.snd_bank_name[rt_audio_st.snd_bank_n] = name rt_audio_st.snd_bank_id[rt_audio_st.snd_bank_n] = id rt_audio_st.snd_bank_n += 1 } return id } # the handle registered under `name`, or 0 function audio_named(rt_audio_st: mut RtAudioState, name: pointer) -> int { audio_init(rt_audio_st) var i = 0 while i < rt_audio_st.snd_bank_n { if rt_audio_st.snd_bank_name[i] == name { return rt_audio_st.snd_bank_id[i] } i += 1 } return 0 } function audio_play_named(rt_audio_st: mut RtAudioState, name: pointer) -> void { audio_play(rt_audio_st, audio_named(rt_audio_st, name)) } function audio_play_music_named(rt_audio_st: mut RtAudioState, name: pointer) -> void { audio_play_music(rt_audio_st, audio_named(rt_audio_st, name)) } # Resolve a 1-based handle to its player pointer (null if out of range / empty). function audio_get(rt_audio_st: mut RtAudioState, id: int) -> pointer { audio_init(rt_audio_st) if (id < 1) or (id > AUDIO_CAP) { return null } return rt_audio_st.snd_tab[id - 1] } # Load a sound file and return its handle (>= 1), or 0 on failure / headless. function audio_load(rt_audio_st: mut RtAudioState, path: pointer) -> int { audio_init(rt_audio_st) if not is_windowed() { return 0 } var i = 0 while i < AUDIO_CAP { if rt_audio_st.snd_tab[i] == null { let p = snd_load(path) if p == null { return 0 } rt_audio_st.snd_tab[i] = p return i + 1 } i += 1 } return 0 } # Fire a one-shot sound from the start. function audio_play(rt_audio_st: mut RtAudioState, id: int) -> void { if not is_windowed() { return } let p = audio_get(rt_audio_st, id) if p == null { return } snd_set_pan(p, 0.0) snd_play(p, 0, rt_audio_st.snd_rate, rt_audio_st.snd_master) } # Fire a one-shot with its OWN gain, pitch and stereo position, leaving the master # settings alone. # # Audio.volume and Audio.pitch are global: they exist to let a player turn the game down, # and a game that used them to place a sound in the world would be fighting its own # options screen. This is the per-voice version, and it is what distance attenuation is # made of - a 3D game works out how far away and which side a sound is, and says so here. # # gain 0.0 .. 1.0, multiplied by the master volume, so the options screen still wins # pitch 1.0 is as recorded; 0.5 an octave down, 2.0 an octave up # pan -1.0 hard left .. 0.0 centred .. 1.0 hard right # # The one honest limitation: a sound is one player, so firing the same handle again # restarts it rather than layering a second copy. Load a handle per variant when several # need to overlap - which is what a game does anyway to stop a repeated sound machine-gunning. function audio_play_at(rt_audio_st: mut RtAudioState, id: int, gain: fixed, pitch: fixed, pan: fixed) -> void { if not is_windowed() { return } let p = audio_get(rt_audio_st, id) if p == null { return } var g = gain if g < 0.0 { g = 0.0 } if g > 1.0 { g = 1.0 } var pn = pan if pn < -1.0 { pn = -1.0 } if pn > 1.0 { pn = 1.0 } var pt = pitch if pt < 0.25 { pt = 0.25 } # the varispeed's own rate range if pt > 4.0 { pt = 4.0 } snd_set_pan(p, pn) snd_play(p, 0, pt, g * rt_audio_st.snd_master) } # Play a sound as looping background music on the single music channel; any # previous music is stopped first. function audio_play_music(rt_audio_st: mut RtAudioState, id: int) -> void { if not is_windowed() { return } let p = audio_get(rt_audio_st, id) if p == null { return } audio_stop_music(rt_audio_st) rt_audio_st.snd_music = id snd_play(p, -1, rt_audio_st.snd_rate, rt_audio_st.snd_master) } # Stop one sound. function audio_stop(rt_audio_st: mut RtAudioState, id: int) -> void { if not is_windowed() { return } let p = audio_get(rt_audio_st, id) if p == null { return } snd_stop(p) if id == rt_audio_st.snd_music { rt_audio_st.snd_music = 0 } } # Stop the current music channel. function audio_stop_music(rt_audio_st: mut RtAudioState) -> void { if not is_windowed() { return } if rt_audio_st.snd_music != 0 { let p = audio_get(rt_audio_st, rt_audio_st.snd_music) if p != null { snd_stop(p) } rt_audio_st.snd_music = 0 } } # Stop every loaded sound. function audio_stop_all(rt_audio_st: mut RtAudioState) -> void { if not is_windowed() { return } audio_init(rt_audio_st) var i = 0 while i < AUDIO_CAP { if rt_audio_st.snd_tab[i] != null { snd_stop(rt_audio_st.snd_tab[i]) } i += 1 } rt_audio_st.snd_music = 0 } # Master volume (0.0 .. 1.0) — applied to every currently-loaded sound now and # to every future play. function audio_volume(rt_audio_st: mut RtAudioState, v: fixed) -> void { rt_audio_st.snd_master = v if not is_windowed() { return } audio_init(rt_audio_st) var i = 0 while i < AUDIO_CAP { if rt_audio_st.snd_tab[i] != null { snd_set_volume(rt_audio_st.snd_tab[i], v) } i += 1 } } # Playback rate / pitch (1.0 = normal, 0.5 = an octave down, 2.0 = up). function audio_pitch(rt_audio_st: mut RtAudioState, v: fixed) -> void { rt_audio_st.snd_rate = v if not is_windowed() { return } audio_init(rt_audio_st) var i = 0 while i < AUDIO_CAP { if rt_audio_st.snd_tab[i] != null { snd_set_rate(rt_audio_st.snd_tab[i], v) } i += 1 } } # Is this sound currently playing? function audio_is_playing(rt_audio_st: mut RtAudioState, id: int) -> bool { if not is_windowed() { return false } let p = audio_get(rt_audio_st, id) if p == null { return false } return snd_playing(p) != 0 }