ludic/examples/library/audio.ludic
Orkuncakilkaya 3c27606747 feat: per-voice audio, outlines for what is not an actor, and a coast
Three things a game could not say, each of which had been worked around.

Audio.play_at(id, gain:, pitch:, pan:) fires a one-shot with its own gain,
pitch and stereo position. Audio.volume and Audio.pitch are global - they are
the options screen - so a game placing a sound in the world was fighting them,
and distance attenuation was simply not expressible. The backend already took
volume and rate per call; this adds setPan: alongside them and stops routing
through the master state.

ludic.render3d gains outline_model(model, mat, width, r, g, b): a rim around
something that is not an Actor. The outline pass walked the actor list and
stopped, so instanced scatter - a forest - could not be highlighted at all. It
is a queue flushed by the same pass, which is what gets the depth test right
when the caller does not control pass order.

And terrain_coast(cx, cz, margin, fall), the other way to make an island:
the sea around the survey's own edge rather than cut out of the middle of it.
terrain_island measures a radius from a centre, which drowns two thirds of a
real survey to make an island of the rest; this measures inward from the
boundary, so everything the data covers stays land and the coast is where the
data runs out. Both modes gained a strand - the last few metres of height
either side of the water line compressed, which stretches a cliff plunge out
into beach and shallows.

132 regression tests and the self-host fixpoints pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 15:25:46 +03:00

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# audio.ludic — the Audio.* standard library (#22). Sound effects and music over
# the platform audio backend (AVAudioPlayer on macOS). A sound is loaded once
# into a handle; sfx fire one-shot, music loops on a single channel; master
# volume and pitch apply across everything, and Audio.play_at fires one shot with
# its own gain, pitch and stereo position without touching them.
#
# Playback is out-of-band — the audio device is real-time, not part of the
# deterministic simulation — but every trigger is an ordinary frame-driven call,
# so a recorded run replays the same sounds at the same frames. Headless (no
# window) every call is a safe no-op: load returns 0 and is_playing returns
# false, so the same code runs under the test harness. A full headless run:
# bin/ludic examples/library/audio.ludic -> 0 0 0 0 1
program AudioDemo {
function bi(b: bool) -> int { if b { return 1 }; return 0 }
entry {
let sfx = Audio.load("assets/sfx/blip.wav") # 0 headless (no audio device)
let mus = Audio.load("assets/music/theme.ogg") # 0 headless
print(sfx) # 0
print(mus) # 0
Audio.volume(0.8) # master volume, 0.0..1.0
Audio.pitch(1.25) # playback rate / pitch
Audio.play(sfx) # one-shot sound effect
# the per-voice version: a sound placed in the world rather than the master settings.
# This is what distance attenuation is made of - work out how far away and which side
# it is, and say so. gain rides on top of the master volume, so the options screen wins.
Audio.play_at(id: sfx, gain: 0.35, pitch: 0.9, pan: -0.6)
Audio.play_at(sfx, 0.35, 0.9, -0.6) # or positionally, which a tight loop prefers
Audio.play_music(mus) # looping background music
print(bi(Audio.is_playing(sfx))) # 0 headless
Audio.stop(sfx) # stop one sound
Audio.stop_music() # stop the music channel
Audio.stop_all() # stop everything
print(bi(Audio.is_playing(mus))) # 0
print(1) # 1 — every call returned cleanly
}
}