ludic/tools/x/build.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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4.7 KiB
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# build.ludic — building the toolchain binaries and user programs.
#
# Replaces build-cli.sh (the ludicc/ludic front-end) and build.sh (compiling a
# Ludic program to a native app). All toolchain binaries land in bin/.
# compile a Ludic source to a native binary in bin/ via ludicc + clang (-O2).
# Returns true on success. Used for x itself and the editor tools.
function build_tool(name: pointer, src: pointer) -> bool {
let ll = `build/{name}.ll`
if not shq(`bin/ludicc {src} --emit-llvm -o {ll} 2>/dev/null`) { print(`build failed: {name} (compile)`); return false }
# write to a temp then move, so a running bin/x can rebuild itself in place
if not shq(`{cc()} -O2 {ll} -o bin/{name}.tmp`) { print(`build failed: {name} (link)`); return false }
run(`mv -f bin/{name}.tmp bin/{name} && rm -f {ll}`)
return true
}
# ---- build-cli: the self-hosted front-end binaries ---------------------------
# Both ludicc and ludic are the SAME multi-call binary assembled from the IR seed
# with clang alone; invoked as `ludic` it compiles-and-runs, as `ludicc` it just
# compiles.
function cmd_build_cli() -> int {
run("mkdir -p bin build")
print("cc: selfhost/ludicc.seed.ll -> bin/ludicc, bin/ludic (from the IR seed, no C compiler)")
if not shq(`{cc()} selfhost/ludicc.seed.ll -o bin/ludicc`) { err("x: seed did not assemble\n"); return 1 }
run("cp bin/ludicc bin/ludic && chmod +x bin/ludicc bin/ludic")
print("done. built bin/ludicc and bin/ludic")
return 0
}
# ---- build: the whole toolchain (ludicc, ludic, x, ludic-fmt, ludic-lsp) -----
function cmd_build() -> int {
if cmd_build_cli() != 0 { return 1 }
print("ludicc: tools/x/main.ludic -> bin/x (the task runner rebuilds itself)")
if not build_tool("x", "tools/x/main.ludic") { return 1 }
print("ludicc: tools/ludic-tools/fmt.ludic -> bin/ludic-fmt")
if not build_tool("ludic-fmt", "tools/ludic-tools/fmt.ludic") { return 1 }
print("ludicc: tools/ludic-tools/lsp.ludic -> bin/ludic-lsp")
if not build_tool("ludic-lsp", "tools/ludic-tools/lsp.ludic") { return 1 }
sync_vscode_grammar()
print("done. toolchain in bin/ (ludicc, ludic, x, ludic-fmt, ludic-lsp)")
return 0
}
# ---- app: compile a Ludic program to a native app ----------------------------
# usage: x app <file.ludic> [--headless|--windowed] [--save-temps]
# windowed is the default for a game; headless renders the last frame to
# build/out.ppm (never the repo root).
function cmd_app() -> int {
ensure_ludicc()
var src = null
var mode = 1 # 1 = windowed, 2 = headless
var save = false
var ai = 2
while ai < arg_count() {
let a = arg(ai)
if (a == "--headless") { mode = 2 }
else if (a == "--windowed") { mode = 1 }
else if (a == "--save-temps") { save = true }
else if (a[0] != 45) { src = a } # 45 = '-', so skip other flags
ai = ai + 1
}
if (src == null) { err("usage: x app <file.ludic> [--headless] [--save-temps]\n"); return 1 }
let name = capture_line(`basename {src} .ludic`)
if (mode == 2) {
let outbin = `build/{name}_headless`
let ll = `{outbin}.ll`
print(`ludicc: {src} -> {outbin} (renders the last frame to build/out.ppm)`)
if not shq(`bin/ludicc --headless {src} > {ll}`) { return 1 }
if not shq(`{cc()} -O2 {ll} -o {outbin}`) { return 1 }
if not save { run(`rm -f {ll}`) }
print(`done. run: mkdir -p build && printf 'ddss' | ./{outbin} && open build/out.ppm`)
return 0
}
let outbin = `build/{name}`
let ll = `{outbin}.ll`
print(`ludicc: {src} -> {outbin} (Ludic-written compiler -> LLVM IR -> windowed binary)`)
if not shq(`bin/ludicc --windowed {src} > {ll}`) { return 1 }
# audio.ll (#22) is always linked here for the dev runner — unused snd_* are
# dead-stripped; the canonical `ludicc -o` path links it only when Audio.* is used.
if not shq(`{cc()} -O2 {ll} runtime/native/cocoa.ll runtime/native/audio.ll -framework Cocoa -Wl,-needed_framework,GameController -Wl,-needed_framework,AVFoundation -Wl,-rpath,@loader_path -o {outbin}`) { return 1 }
if not save { run(`rm -f {ll}`) }
print(`done. run: ./{outbin} (from the repo root, so assets/ resolves)`)
return 0
}
# Remove every generated artifact and leave the tracked source untouched: the
# whole build/ tree (IR, objects, compiled apps, the headless render at
# build/out.ppm), and any stray *.tmp/*.ll left behind by a failed build. A
# legacy out.ppm in the root (from an older toolchain) is swept too. The
# toolchain binaries in bin/ are kept so the running `x` survives; rebuild them
# any time with `x build`.
function cmd_clean() -> int {
run("rm -rf build")
run("rm -f out.ppm bin/*.tmp")
print("cleaned: build/ (incl. build/out.ppm), bin/*.tmp (bin/ toolchain kept — `x build` to rebuild)")
return 0
}