Adds the Audio.* namespace and its platform backend, the audio subsystem #22 was blocked on. - runtime/native/audio.ll: the macOS backend, AVAudioPlayer driven through the objc runtime C ABI (no ObjC/C source), same style as cocoa.ll — snd_load / play / stop / playing / set_volume / set_rate. Spliced and linked with AVFoundation only when a windowed build actually uses Audio.* (needed_framework, since AVAudioPlayer is reached by name). - runtime/native/audio.ludic: the Audio.* runtime — a handle table, master volume/pitch, a single music channel. load/play/play_sound/play_music/stop/ stop_music/stop_all/volume/pitch/is_playing. Every native call is is_windowed()-guarded, so a headless build carries the API as no-ops (load returns 0, is_playing false) and needs no audio device. - compiler: Audio.* namespace dispatch, g_uses_audio splice, snd_* intrinsics + declarations, and the conditional AVFoundation link in both the canonical (main.ludic) and dev-runner (x app) paths. - docs: a full docs/language/audio section (10 method pages); check-impl green. - test: examples/library/audio.ludic self-asserts the headless no-op path. Playback is out-of-band and never feeds the deterministic sim, but triggers are frame-driven so replays fire the same sounds. Reseeded; suites green (80 + 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
23 lines
482 B
Markdown
23 lines
482 B
Markdown
---
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id: audio-load
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name: Audio.load
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category: audio
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kind: namespace-method
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tokens: Audio.load
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sig: Audio.load(path) -> int
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tip: Load a sound file into a handle.
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order: 0
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ns: Audio
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member: load
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---
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Loads a sound file and returns a handle (>= 1), or <code>0</code> on failure or in a headless build. Load each sound once (e.g. during the <code>Start</code> phase) and reuse the handle.
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```ludic
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program Demo {
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entry {
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let sfx = Audio.load("blip.wav")
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print(sfx)
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}
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}
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```
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