Merge branch 'flow/m3te/P8.1' into m3te-plan

This commit is contained in:
swipelab
2026-06-05 18:31:27 +03:00
6 changed files with 115 additions and 0 deletions

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assets/audio/LICENSE.txt Normal file
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@@ -0,0 +1,9 @@
m3te sound effects
==================
clear.wav — "confirmation_001" from Kenney's Interface Sounds pack
(www.kenney.nl), licensed CC0 1.0 (public domain):
https://creativecommons.org/publicdomain/zero/1.0/
Converted to mono 44.1 kHz signed-16-bit PCM WAV (afconvert) — the format
iOS System Sound Services loads directly via audio.sx.

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// iOS sound effect via AudioToolbox System Sound Services (P8.1).
//
// A purely additive layer: it never reads or mutates score / board / move
// state — board_view tells it a match cleared and it plays one short clip.
//
// System Sound Services is plain C, so it is reached with sx's `#foreign` FFI
// exactly as uikit.sx reaches UIApplicationMain / dlsym / CACurrentMediaTime —
// no sx-library change. The AudioToolbox + CoreFoundation frameworks are linked
// per-target in build.sx. Every call is guarded by `inline if OS == .ios`, so
// other targets never reference these symbols nor need the frameworks.
#import "modules/std.sx";
#import "modules/std/objc.sx";
#import "modules/compiler.sx";
// AudioToolbox — System Sound Services. SystemSoundID is a UInt32; OSStatus a
// SInt32 (0 == noErr); the clip's file is passed as a CFURLRef (opaque ptr).
AudioServicesCreateSystemSoundID :: (url: *void, out_id: *u32) -> s32 #foreign;
AudioServicesPlaySystemSound :: (sound_id: u32) #foreign;
// CoreFoundation — build a file CFURL from an absolute path. `len` is a CFIndex
// (long); `is_dir` a Boolean (unsigned char); a NULL allocator = default.
CFURLCreateFromFileSystemRepresentation :: (allocator: *void, buffer: *u8, len: s64, is_dir: s8) -> *void #foreign;
CFRelease :: (cf: *void) #foreign;
// libc — getcwd to absolutize the bundle-relative asset path. The platform
// chdir's to the bundle's resource dir at boot, so CWD is the .app and the
// game's other relative `assets/...` loads already resolve against it.
getcwd :: (buf: *u8, size: usize) -> *u8 #foreign;
c_strlen :: (s: *u8) -> usize #foreign "strlen";
// Loaded once at startup; `play` is then a single C call per cleared match.
GameAudio :: struct {
clear_id: u32;
loaded: bool;
init :: (self: *GameAudio) {
self.clear_id = 0;
self.loaded = false;
inline if OS != .ios { return; }
self.clear_id = load_system_sound("clear.wav");
self.loaded = self.clear_id != 0;
if self.loaded { NSLog(xx "[sx] audio: clear cue loaded"); }
else { NSLog(xx "[sx] audio: load failed"); }
}
play_clear :: (self: *GameAudio) {
inline if OS != .ios { return; }
if !self.loaded { return; }
AudioServicesPlaySystemSound(self.clear_id);
NSLog(xx "[sx] sfx clear");
}
}
// Create a SystemSoundID for `assets/audio/<name>` (relative to the bundle).
// Returns 0 on any failure, which `play_clear` treats as "skip".
load_system_sound :: (name: string) -> u32 {
inline if OS != .ios { return 0; }
cwd_buf : [1024]u8 = ---;
if getcwd(@cwd_buf[0], 1024) == null { return 0; }
cwd : string = ---;
cwd.ptr = @cwd_buf[0];
cwd.len = cast(s64) c_strlen(@cwd_buf[0]);
// CFURLCreateFromFileSystemRepresentation takes an explicit byte length, so
// the formatted path needs no NUL terminator.
path := format("{}/assets/audio/{}", cwd, name);
url := CFURLCreateFromFileSystemRepresentation(null, path.ptr, path.len, 0);
if url == null { return 0; }
sound_id : u32 = 0;
status := AudioServicesCreateSystemSoundID(url, @sound_id);
CFRelease(url);
if status != 0 { return 0; }
sound_id
}
// The process-wide instance. main() allocates + inits it; board_view triggers
// the cue through `sfx_clear`. Null until init, so `sfx_clear` is a safe no-op
// before then.
g_audio : *GameAudio = null;
sfx_clear :: () {
if g_audio != null { g_audio.play_clear(); }
}

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@@ -21,6 +21,7 @@
#import "board_fx.sx";
#import "gem_anim.sx";
#import "swipe.sx";
#import "audio.sx";
// Fraction of a cell each gem occupies; the remainder is margin so a gem sits
// inside its cell tile rather than touching the tile's edges.
@@ -622,6 +623,10 @@ impl View for BoardView {
mv := plan_and_commit(self.board, intent.a, intent.b);
if self.anim != null { self.anim.begin(mv); }
if self.fx != null { self.fx.begin(@mv); }
// SFX (P8.1). Additive only — plays a short cue when a swap
// actually clears a match; reads no score/board state and
// writes none. A legal move has >=1 cascade round.
if mv.legal and mv.rounds.len > 0 { sfx_clear(); }
self.sel.clear();
} else {
if hit := self.layout.point_to_cell(start) {

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@@ -29,6 +29,10 @@ configure_build :: () {
opts.add_framework("OpenGLES");
opts.add_framework("QuartzCore");
opts.add_framework("Metal");
// System Sound Services SFX (audio.sx) — a short clip played when a
// swap clears a match. CoreFoundation supplies the file URL.
opts.add_framework("AudioToolbox");
opts.add_framework("CoreFoundation");
opts.add_asset_dir("assets", "assets");
}
}

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@@ -18,6 +18,7 @@
#import "board_anim.sx";
#import "board_fx.sx";
#import "gem_anim.sx";
#import "audio.sx";
#run configure_build();
@@ -284,6 +285,14 @@ main :: () -> void {
g_motion = xx context.allocator.alloc(size_of(GemMotion));
g_motion.init();
// SFX (P8.1). Loads the one System Sound Services cue once; board_view
// plays it when a swap clears a match. Purely additive — never touches
// score/board/move state. On iOS the platform has already chdir'd to the
// bundle, so the cue's relative path resolves. No-op off iOS.
g_audio = xx context.allocator.alloc(size_of(GameAudio));
memset(xx g_audio, 0, size_of(GameAudio));
g_audio.init();
// Deterministic-capture hooks: pin the animation clock and/or preselect a
// cell so the always-on idle (and the select reaction) screenshot the same
// way every time. No env set → fully live.