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>
24 lines
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24 lines
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Markdown
---
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id: audio-stop
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name: Audio.stop
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category: audio
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kind: namespace-method
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tokens: Audio.stop
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sig: Audio.stop(id) -> void
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tip: Stop one sound.
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order: 4
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ns: Audio
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member: stop
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---
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Stops the sound <code>id</code> and rewinds it to the start. If it was the current music, the music channel is cleared.
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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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Audio.play(sfx)
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Audio.stop(sfx)
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}
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}
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```
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