ludic/runtime/native/audio.ludic
Orkuncakilkaya b0b0b62bce feat(lang): L7 memory is safe unless it says unsafe
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.

What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 12:53:27 +03:00

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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 (and to audio_play_at's gain)
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)
# the sound bank: sounds registered by name (Audio.define), played by name (Audio.play(name:))
var snd_bank_name: pointers = null
var snd_bank_id: words = null
var snd_bank_n: int = 0
function audio_init() -> void {
if snd_ready { return }
snd_tab = pointers(AUDIO_CAP) # one 8-byte pointer slot per handle
fill(snd_tab, 0, AUDIO_CAP * 8) # malloc does not zero; empty slots must read null
snd_bank_name = pointers(AUDIO_CAP)
snd_bank_id = words(AUDIO_CAP)
snd_ready = true
}
# ---- the sound bank: Audio.define(name, path) then Audio.play(name: "…") ------
# Load a sound and remember it under a name; returns the handle (0 headless).
function audio_define(name: pointer, path: pointer) -> int {
audio_init()
let id = audio_load(path)
if snd_bank_n < AUDIO_CAP {
snd_bank_name[snd_bank_n] = name
snd_bank_id[snd_bank_n] = id
snd_bank_n += 1
}
return id
}
# the handle registered under `name`, or 0
function audio_named(name: pointer) -> int {
audio_init()
var i = 0
while i < snd_bank_n {
if snd_bank_name[i] == name { return snd_bank_id[i] }
i += 1
}
return 0
}
function audio_play_named(name: pointer) -> void { audio_play(audio_named(name)) }
function audio_play_music_named(name: pointer) -> void { audio_play_music(audio_named(name)) }
# 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 += 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_set_pan(p, 0.0)
snd_play(p, 0, snd_rate, snd_master)
}
# Fire a one-shot with its OWN gain, pitch and stereo position, leaving the master
# settings alone.
#
# Audio.volume and Audio.pitch are global: they exist to let a player turn the game down,
# and a game that used them to place a sound in the world would be fighting its own
# options screen. This is the per-voice version, and it is what distance attenuation is
# made of - a 3D game works out how far away and which side a sound is, and says so here.
#
# gain 0.0 .. 1.0, multiplied by the master volume, so the options screen still wins
# pitch 1.0 is as recorded; 0.5 an octave down, 2.0 an octave up
# pan -1.0 hard left .. 0.0 centred .. 1.0 hard right
#
# The one honest limitation: a sound is one player, so firing the same handle again
# restarts it rather than layering a second copy. Load a handle per variant when several
# need to overlap - which is what a game does anyway to stop a repeated sound machine-gunning.
function audio_play_at(id: int, gain: fixed, pitch: fixed, pan: fixed) -> void {
if not is_windowed() { return }
let p = audio_get(id)
if p == null { return }
var g = gain
if g < 0.0 { g = 0.0 }
if g > 1.0 { g = 1.0 }
var pn = pan
if pn < -1.0 { pn = -1.0 }
if pn > 1.0 { pn = 1.0 }
var pt = pitch
if pt < 0.25 { pt = 0.25 } # AVAudioPlayer's own rate range
if pt > 4.0 { pt = 4.0 }
snd_set_pan(p, pn)
snd_play(p, 0, pt, g * 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 += 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 += 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 += 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
}