ludic/runtime/native/audio.ludic
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feat(audio): Audio.* standard library over a native AVAudioPlayer backend (#22)
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>
2026-08-31 17:52:31 +03:00

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4.3 KiB
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# ============================================================================
# audio.ludic — the Audio.* standard library (#22).
#
# A small, game-shaped sound API over the platform audio backend (audio.ll,
# AVAudioPlayer 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
var snd_ready: bool = false
var snd_tab: pointers = null # handle (1-based) -> AVAudioPlayer pointer
var snd_master: fixed = 1.0 # master volume, applied to every play
var snd_rate: fixed = 1.0 # playback rate / pitch (1.0 = normal)
var snd_music: int = 0 # the handle currently playing as music (0 = none)
function audio_init() -> void {
if snd_ready { return }
snd_tab = bytes(AUDIO_CAP * 8) # one 8-byte pointer slot per handle
fill(snd_tab, 0, AUDIO_CAP * 8) # malloc does not zero; empty slots must read null
snd_ready = true
}
# Resolve a 1-based handle to its player pointer (null if out of range / empty).
function audio_get(id: int) -> pointer {
audio_init()
if (id < 1) or (id > AUDIO_CAP) { return null }
return snd_tab[id - 1]
}
# Load a sound file and return its handle (>= 1), or 0 on failure / headless.
function audio_load(path: pointer) -> int {
audio_init()
if not is_windowed() { return 0 }
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] == null {
let p = snd_load(path)
if p == null { return 0 }
snd_tab[i] = p
return i + 1
}
i = i + 1
}
return 0
}
# Fire a one-shot sound from the start.
function audio_play(id: int) -> void {
if not is_windowed() { return }
let p = audio_get(id)
if p == null { return }
snd_play(p, 0, snd_rate, snd_master)
}
# Play a sound as looping background music on the single music channel; any
# previous music is stopped first.
function audio_play_music(id: int) -> void {
if not is_windowed() { return }
let p = audio_get(id)
if p == null { return }
audio_stop_music()
snd_music = id
snd_play(p, -1, snd_rate, snd_master)
}
# Stop one sound.
function audio_stop(id: int) -> void {
if not is_windowed() { return }
let p = audio_get(id)
if p == null { return }
snd_stop(p)
if id == snd_music { snd_music = 0 }
}
# Stop the current music channel.
function audio_stop_music() -> void {
if not is_windowed() { return }
if snd_music != 0 {
let p = audio_get(snd_music)
if p != null { snd_stop(p) }
snd_music = 0
}
}
# Stop every loaded sound.
function audio_stop_all() -> void {
if not is_windowed() { return }
audio_init()
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_stop(snd_tab[i]) }
i = i + 1
}
snd_music = 0
}
# Master volume (0.0 .. 1.0) — applied to every currently-loaded sound now and
# to every future play.
function audio_volume(v: fixed) -> void {
snd_master = v
if not is_windowed() { return }
audio_init()
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_set_volume(snd_tab[i], v) }
i = i + 1
}
}
# Playback rate / pitch (1.0 = normal, 0.5 = an octave down, 2.0 = up).
function audio_pitch(v: fixed) -> void {
snd_rate = v
if not is_windowed() { return }
audio_init()
var i = 0
while i < AUDIO_CAP {
if snd_tab[i] != null { snd_set_rate(snd_tab[i], v) }
i = i + 1
}
}
# Is this sound currently playing?
function audio_is_playing(id: int) -> bool {
if not is_windowed() { return false }
let p = audio_get(id)
if p == null { return false }
return snd_playing(p) != 0
}