libs/game/audio (77 tests): WAV decoder (8/16/24/32-bit int, f32/f64, total on malformed input), Ogg container with packet reassembly, sample bank with on-demand decode + linear resample + LRU eviction and pinning so a playing voice can't be evicted, and a 24-voice mixer with equal-power pan, playback-rate pitch, click-free fades, priority+age voice stealing and a limiter. Generation-tagged voice handles mean a stale handle cannot retune a reused slot. The limiter test caught a real bug: peak was being measured per-voice, but what clips is the SUM. Emission is the point — sounds come from the engine observing gameplay, not from script calls: Material/MaterialPair (order-independent, the softer material names the sound), an impact curve mapping closing speed to gain/pitch, and an AudioDirector with repeat-avoiding variant selection, per-category volumes, per-pair cooldowns and a per-frame cap. A 200-contact frame yields <=6 sounds and the cooldown map is proven not to leak. Blocks now emit their own audio: car engine tracking revs, skid on lateral slip, suspension thud on landing; character footsteps timed off the WALK CYCLE rather than a timer, so feet and sound stay together when slowing; jump/land scaled by fall speed; plane engine by throttle; lap and win stings. RNG isolation proven: heavy audio work interleaved with world-rng draws leaves the drawn sequence bit-identical to a silent run. KNOWN GAP, reported rather than hidden: every Kenney audio pack is Ogg Vorbis only (471 files, zero WAV), and the from-scratch Vorbis decoder is NOT correct yet — setup header parses exactly, channels/rate/frame count and envelope shape are right, but floor magnitudes come out ~75x low and best correlation against an afconvert reference is 0.67. Two real bugs were found and fixed en route (type-1 residue filled one codeword instead of the partition; MDCT post-twiddle carried the pre-twiddle's 1/4 term). The reference test is committed as #[ignore] with its measurements in the message so it stays runnable. Ogg stays flagged unplayable in the asset index; WAV and the --transcode path work today. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
11 lines
310 B
TOML
11 lines
310 B
TOML
[package]
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name = "makepad-game-audio"
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version = "0.1.0"
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edition = "2021"
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description = "Sampled audio for Makepad Arcade: WAV/Vorbis decode, sample bank, mixer, and gameplay-driven emission (see game.md)"
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license = "MIT OR Apache-2.0"
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[dependencies]
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[dev-dependencies]
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makepad-game-sim = { path = "../sim" }
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