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>
1,018 B
bump: minor
type: feat
Audio standard library (#22). Audio.* — sound effects and music over a new
platform audio backend (runtime/native/audio.ll, AVAudioPlayer on macOS, spliced
and linked with AVFoundation only when a windowed build uses it). Audio.load
loads a sound file into a handle; Audio.play / play_sound fire it one-shot,
play_music loops it on a single music channel; Audio.stop / stop_music /
stop_all stop them; Audio.volume sets the master volume and Audio.pitch the
playback rate, both across every loaded sound; Audio.is_playing reports state.
Playback is out-of-band — the audio device is real-time, explicitly not part of
the deterministic simulation — but every trigger is an ordinary frame-driven
call, so a recorded/replayed run fires the same sounds at the same frames.
Headless builds carry the whole API as no-ops (the native snd_* calls are
is_windowed()-guarded and dead-stripped), so the same game code runs under the
test harness with no audio device.