Initial commit: dynamic music & FX players

Continuous music players (DynamicSoundPlayer, 2D, 3D) with intensity-blended
layers, playlist queue, Loop, fade in/out, pause/resume. One-shot SFX players
(DynamicSoundFXPlayer, 2D, 3D) for overlapping triggers. All variants share
RefCounted core classes via duck-typed property access.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Daniel Samson 2026-04-29 14:46:48 +01:00
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# gd-dynamic-sound
A Godot 4 audio addon for **dynamic music** (intensity-layered, seamless playlist transitions, fade in/out) and **overlapping one-shot SFX** — both built on `AudioStreamPolyphonic`.
## Installation
1. Copy the `addons/gd-dynamic-sound/` folder into your project's `addons/` directory.
2. Enable the plugin in **Project Settings → Plugins**.
## Concepts
### `DynamicSound` (Resource)
A single piece of audio with up to three intensity layers that play simultaneously and are blended at runtime.
| Property | Type | Description |
| --- | --- | --- |
| `Intensity1` | `AudioStream` | Least-intense layer (e.g. ambient). Required for length tracking. |
| `Intensity2` | `AudioStream` | Mid-intensity layer. Optional. |
| `Intensity3` | `AudioStream` | Most-intense layer. Optional. |
| `ReverbTail` | `float` | Length (seconds) of the song's reverb tail, used for seamless looping. |
### `DynamicSoundPlaylist` (Resource)
An ordered list of `DynamicSound`s.
| Property | Type | Description |
| --- | --- | --- |
| `QueuedSongs` | `Array[DynamicSound]` | Songs to play in order. The continuous player pops songs off the front as each finishes. |
## Nodes
Two node families, each with three positional variants:
| Family | Non-positional | 2D | 3D |
| --- | --- | --- | --- |
| Continuous music | `DynamicSoundPlayer` | `DynamicSoundPlayer2D` | `DynamicSoundPlayer3D` |
| One-shot SFX | `DynamicSoundFXPlayer` | `DynamicSoundFXPlayer2D` | `DynamicSoundFXPlayer3D` |
The 2D variants apply distance attenuation from a 2D position. The 3D variants are fully spatialised — distance, directionality, and Doppler.
### `DynamicSoundPlayer` family — continuous music
Plays through a playlist one song at a time, blending three intensity layers per song.
#### Properties
| Property | Type | Default | Description |
| --- | --- | --- | --- |
| `Playlist` | `DynamicSoundPlaylist` | `null` | Songs to play in order. Mutated as songs finish. |
| `Intensity` | `float` (01) | `0` | Runtime mix between the three layers. `0` = layer 1 dominates, `1` = layer 3 dominates. |
| `Loop` | `bool` | `false` | When true, finished songs are re-queued at the back so the playlist cycles forever. |
| `PitchMode` | enum | `Constant` | `Constant` or `Random` (placeholder — pitch logic not yet implemented). |
| `RandomMinPitchScale` | `float` | `-0.5` | Minimum pitch when `PitchMode = Random`. Hidden in the inspector when `PitchMode = Constant`. |
| `RandomMaxPitchScale` | `float` | `0.5` | Maximum pitch when `PitchMode = Random`. Hidden in the inspector when `PitchMode = Constant`. |
The `stream` property is auto-assigned an `AudioStreamPolyphonic` when the node enters the tree in the editor, so you don't need to configure it manually.
#### Methods
| Method | Description |
| --- | --- |
| `pause()` | Pauses playback. No-op if not playing or already paused. |
| `resume()` | Resumes playback after a pause. |
| `is_song_playing() -> bool` | True iff a song's layers are active and not paused. Distinct from `is_playing()`, which stays true between songs because the polyphonic playback session itself is still live. |
| `fade_in(duration: float)` | Starts playback (if needed), unpauses, and ramps volume from silent to `volume_db` over `duration` seconds. |
| `fade_out(duration: float)` | Ramps volume from current level to silent over `duration` seconds, then stops the polyphonic session. A subsequent `fade_in` reinitialises. |
#### Behaviour
- **Autoplay.** On `_ready`, plays the front song of the playlist.
- **Advancement.** When a song's `Intensity1` length elapses, the player pops it from the queue and plays the next. With `Loop = true`, the popped song is re-appended to the back.
- **Volume.** `volume_db` is honoured; the fade adjustment is layered on top internally, so manual volume changes during a fade still work correctly.
- **Editor.** All scripts are `@tool`, but `_ready` and `_process` early-return in the editor so audio doesn't play in the inspector.
### `DynamicSoundFXPlayer` family — overlapping one-shot SFX
Each `play_fx()` call fires a fresh trigger of the assigned `DynamicSound`. Triggers overlap freely — the underlying `AudioStreamPolyphonic` cleans up each trigger when its audio ends.
#### Properties
| Property | Type | Default | Description |
| --- | --- | --- | --- |
| `Sound` | `DynamicSound` | `null` | The sound to trigger. Layers with intensity blending if all three are set. |
| `Intensity` | `float` (01) | `0` | Volume mix between layers. Only blended when all three layers are present; otherwise the first non-null layer plays at full volume. |
#### Methods
| Method | Description |
| --- | --- |
| `play_fx()` | Triggers a fresh play of `Sound`. Volumes are computed at trigger time and locked in — later changes to `Intensity` or `volume_db` don't affect already-playing triggers. |
#### Example: collision SFX
```gdscript
@onready var fire_fx : DynamicSoundFXPlayer2D = $FireFX
func _on_body_entered(body) -> void:
fire_fx.play_fx()
```
## Architecture
The six player classes are thin wrappers (~70 lines each) around two shared `RefCounted` cores:
- `DynamicSoundPlayerCore` — continuous-music logic (advancement, fades, pause, intensity blending).
- `DynamicSoundFXPlayerCore` — one-shot trigger logic.
Each wrapper declares its exports, sets up a core in `_ready`, and forwards public methods. The cores access their owner via duck-typed property lookups (`_player.Playlist`, `_player.volume_db`, etc.), which is what lets the same core drive non-positional, 2D, and 3D wrappers without inheritance.
## Honourable mentions
This addon was heavily inspired by the Ovani Plugin 1.4. Please consider supporting [OvaniSound](https://ovanisound.com) — these players are designed to drive their dynamic sounds.

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[plugin]
name="gd-dynamic-sound"
description="An audio/sound framework that will let you easily manage dynamic music and play dynamic fx in your game."
author="Daniel Samson"
version="0.1.0"
script="plugin.gd"

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@tool
extends EditorPlugin
func _enter_tree() -> void:
add_autoload_singleton("GameSettings", "res://addons/gd-options/src/common/game_settings.gd")
add_autoload_singleton("InputSettings", "res://addons/gd-options/src/common/input_settings.gd")
add_autoload_singleton("GraphicsSettings", "res://addons/gd-options/src/common/graphics_settings.gd")
add_autoload_singleton("AudioSettings", "res://addons/gd-options/src/common/audio_settings.gd")
func _exit_tree() -> void:
pass

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@icon("res://addons/gd-dynamic-audio/src/dynamic_sound_icon.png")
@tool
class_name DynamicSound
## The DynamicSound Holds onto all your music variants.
extends Resource
@export_category("Sound Files")
## This should be set to your least intense music file.
@export var Intensity1 : AudioStream;
## This should be set to your semi-intense music file.
@export var Intensity2 : AudioStream;
## This should be set to your most intense music file.
@export var Intensity3 : AudioStream;
## Set this to how long the sound should loop over itself. [br]
## This will make any songs with a Reverb Tail loop perfectly.
@export var ReverbTail : float;

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class_name DynamicSoundConstants
## Used intenally by the sound players
enum NextState {
None = 0,
StartedLoop = 1,
StartedDifferent = 2
}
enum PitchMode {
Constant = 0,
Random = 1
}

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@tool
@icon("res://addons/gd-dynamic-sound/icon.svg")
class_name DynamicSoundFXPlayer
## A one-shot SFX player that supports overlapping plays.
##
## Each call to [method play_fx] triggers a fresh play of the assigned
## [DynamicSound], layering on top of any plays still in flight. Use this for
## events like collision impacts, footsteps, or weapon fires — situations where
## the same effect can legitimately overlap itself.
extends AudioStreamPlayer
## The [DynamicSound] to trigger. Each [method play_fx] call plays a fresh instance.
@export var Sound : DynamicSound;
## Volume mix between intensity layers. Only blended when all three layers are set.
@export_range(0, 1) var Intensity : float = 0;
var _core : DynamicSoundFXPlayerCore;
func _enter_tree() -> void:
if Engine.is_editor_hint() and stream == null:
stream = AudioStreamPolyphonic.new();
func _ready() -> void:
_core = DynamicSoundFXPlayerCore.new(self);
_core.ready();
## Trigger a one-shot of [member Sound]. Layers with any in-flight triggers.
func play_fx() -> void:
if _core: _core.play_fx();

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@tool
@icon("res://addons/gd-dynamic-sound/icon.svg")
class_name DynamicSoundFXPlayer2D
## 2D positional variant of [DynamicSoundFXPlayer].
##
## Each [method play_fx] call triggers a fresh play of the assigned
## [DynamicSound], layered with any plays still in flight, distance-attenuated
## from a 2D position relative to the listener.
extends AudioStreamPlayer2D
## The [DynamicSound] to trigger. Each [method play_fx] call plays a fresh instance.
@export var Sound : DynamicSound;
## Volume mix between intensity layers. Only blended when all three layers are set.
@export_range(0, 1) var Intensity : float = 0;
var _core : DynamicSoundFXPlayerCore;
func _enter_tree() -> void:
if Engine.is_editor_hint() and stream == null:
stream = AudioStreamPolyphonic.new();
func _ready() -> void:
_core = DynamicSoundFXPlayerCore.new(self);
_core.ready();
## Trigger a one-shot of [member Sound]. Layers with any in-flight triggers.
func play_fx() -> void:
if _core: _core.play_fx();

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@tool
@icon("res://addons/gd-dynamic-sound/icon.svg")
class_name DynamicSoundFXPlayer3D
## 3D positional variant of [DynamicSoundFXPlayer].
##
## Each [method play_fx] call triggers a fresh play of the assigned
## [DynamicSound], layered with any plays still in flight, fully spatialised
## with distance attenuation, directionality, and Doppler.
extends AudioStreamPlayer3D
## The [DynamicSound] to trigger. Each [method play_fx] call plays a fresh instance.
@export var Sound : DynamicSound;
## Volume mix between intensity layers. Only blended when all three layers are set.
@export_range(0, 1) var Intensity : float = 0;
var _core : DynamicSoundFXPlayerCore;
func _enter_tree() -> void:
if Engine.is_editor_hint() and stream == null:
stream = AudioStreamPolyphonic.new();
func _ready() -> void:
_core = DynamicSoundFXPlayerCore.new(self);
_core.ready();
## Trigger a one-shot of [member Sound]. Layers with any in-flight triggers.
func play_fx() -> void:
if _core: _core.play_fx();

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class_name DynamicSoundFXPlayerCore
## Shared logic for the one-shot [DynamicSoundFXPlayer] family.
##
## Owned by [DynamicSoundFXPlayer], [DynamicSoundFXPlayer2D], and [DynamicSoundFXPlayer3D].
## Operates on its owner via duck-typed property access — the owner must expose
## [code]Sound[/code], [code]Intensity[/code], [code]volume_db[/code], [code]play()[/code],
## and [code]get_stream_playback()[/code].
extends RefCounted
var _player;
var _playback : AudioStreamPlaybackPolyphonic;
func _init(player) -> void:
_player = player;
func ready() -> void:
if Engine.is_editor_hint():
return;
_player.play();
_playback = _player.get_stream_playback();
func play_fx() -> void:
var sound : DynamicSound = _player.Sound;
if sound == null or _playback == null:
return;
var layers : Array[AudioStream] = [];
if sound.Intensity1 != null: layers.append(sound.Intensity1);
if sound.Intensity2 != null: layers.append(sound.Intensity2);
if sound.Intensity3 != null: layers.append(sound.Intensity3);
var real_intensity : float = _player.Intensity if layers.size() == 3 else 0.0;
for i in layers.size():
var id : int = _playback.play_stream(layers[i]);
if id == AudioStreamPlaybackPolyphonic.INVALID_ID:
continue;
var vol_lin : float = max((.5 - abs(float(i) / 2 - real_intensity)) / .5, 0.0);
_playback.set_stream_volume(id, linear_to_db(db_to_linear(_player.volume_db) * vol_lin));

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@tool
@icon("res://addons/gd-dynamic-sound/icon.svg")
class_name DynamicSoundPlayer
## Continuous music player with intensity-blended layers and seamless playlist transitions.
##
## Plays through a [DynamicSoundPlaylist] one [DynamicSound] at a time. Each
## [DynamicSound] has up to three intensity layers that play simultaneously and
## are mixed by the [member Intensity] property at runtime.
extends AudioStreamPlayer
## Songs to play in order. Mutated as songs finish: each finished song is
## popped, and re-appended at the back when [member Loop] is on.
@export var Playlist : DynamicSoundPlaylist;
## Runtime mix between the three intensity layers. [code]0[/code] = least intense, [code]1[/code] = most intense.
@export_range(0, 1) var Intensity : float = 0:
set(value):
Intensity = value;
if _core: _core.apply_stream_volumes(volume_db);
## When true, finished songs are re-appended to the back of the queue so the playlist cycles forever.
@export var Loop : bool;
## How playback pitch is selected.
@export var PitchMode : DynamicSoundConstants.PitchMode = DynamicSoundConstants.PitchMode.Constant:
set(value):
PitchMode = value;
notify_property_list_changed();
## Minimum pitch scale when [member PitchMode] is Random.
@export var RandomMinPitchScale : float = -0.5;
## Maximum pitch scale when [member PitchMode] is Random.
@export var RandomMaxPitchScale : float = 0.5;
var _core : DynamicSoundPlayerCore;
func _set(property: StringName, value: Variant) -> bool:
if property == &"volume_db":
if _core: _core.apply_stream_volumes(value);
return false;
return false;
func _enter_tree() -> void:
if Engine.is_editor_hint() and stream == null:
stream = AudioStreamPolyphonic.new();
func _validate_property(property: Dictionary) -> void:
if property.name in ["RandomMinPitchScale", "RandomMaxPitchScale"]:
if PitchMode != DynamicSoundConstants.PitchMode.Random:
property.usage &= ~PROPERTY_USAGE_EDITOR;
func _ready() -> void:
_core = DynamicSoundPlayerCore.new(self);
_core.ready();
func _process(delta: float) -> void:
if _core: _core.process(delta);
## Pause playback. Call [method resume] to continue.
func pause() -> void:
if _core: _core.pause();
## Resume playback after a [method pause].
func resume() -> void:
if _core: _core.resume();
## True if a song is currently playing (and not paused). Distinct from [method is_playing],
## which stays true between songs because the polyphonic playback session is still active.
func is_song_playing() -> bool:
return _core != null and _core.is_song_playing();
## Start playback (if needed) and fade volume up from silent over [param duration] seconds.
func fade_in(duration: float) -> void:
if _core: _core.fade_in(duration);
## Fade volume to silent over [param duration] seconds, then stop playback.
func fade_out(duration: float) -> void:
if _core: _core.fade_out(duration);

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@tool
@icon("res://addons/gd-dynamic-sound/icon.svg")
class_name DynamicSoundPlayer2D
## 2D positional variant of [DynamicSoundPlayer].
##
## Same playlist, intensity, fade, and pause behaviour — distance-attenuated
## from a 2D position relative to the listener.
extends AudioStreamPlayer2D
## Songs to play in order. Mutated as songs finish: each finished song is
## popped, and re-appended at the back when [member Loop] is on.
@export var Playlist : DynamicSoundPlaylist;
## Runtime mix between the three intensity layers. [code]0[/code] = least intense, [code]1[/code] = most intense.
@export_range(0, 1) var Intensity : float = 0:
set(value):
Intensity = value;
if _core: _core.apply_stream_volumes(volume_db);
## When true, finished songs are re-appended to the back of the queue so the playlist cycles forever.
@export var Loop : bool;
## How playback pitch is selected.
@export var PitchMode : DynamicSoundConstants.PitchMode = DynamicSoundConstants.PitchMode.Constant:
set(value):
PitchMode = value;
notify_property_list_changed();
## Minimum pitch scale when [member PitchMode] is Random.
@export var RandomMinPitchScale : float = -0.5;
## Maximum pitch scale when [member PitchMode] is Random.
@export var RandomMaxPitchScale : float = 0.5;
var _core : DynamicSoundPlayerCore;
func _set(property: StringName, value: Variant) -> bool:
if property == &"volume_db":
if _core: _core.apply_stream_volumes(value);
return false;
return false;
func _enter_tree() -> void:
if Engine.is_editor_hint() and stream == null:
stream = AudioStreamPolyphonic.new();
func _validate_property(property: Dictionary) -> void:
if property.name in ["RandomMinPitchScale", "RandomMaxPitchScale"]:
if PitchMode != DynamicSoundConstants.PitchMode.Random:
property.usage &= ~PROPERTY_USAGE_EDITOR;
func _ready() -> void:
_core = DynamicSoundPlayerCore.new(self);
_core.ready();
func _process(delta: float) -> void:
if _core: _core.process(delta);
## Pause playback. Call [method resume] to continue.
func pause() -> void:
if _core: _core.pause();
## Resume playback after a [method pause].
func resume() -> void:
if _core: _core.resume();
## True if a song is currently playing (and not paused).
func is_song_playing() -> bool:
return _core != null and _core.is_song_playing();
## Start playback (if needed) and fade volume up from silent over [param duration] seconds.
func fade_in(duration: float) -> void:
if _core: _core.fade_in(duration);
## Fade volume to silent over [param duration] seconds, then stop playback.
func fade_out(duration: float) -> void:
if _core: _core.fade_out(duration);

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@tool
@icon("res://addons/gd-dynamic-sound/icon.svg")
class_name DynamicSoundPlayer3D
## 3D positional variant of [DynamicSoundPlayer].
##
## Same playlist, intensity, fade, and pause behaviour — fully spatialised with
## distance attenuation, directionality, and Doppler.
extends AudioStreamPlayer3D
## Songs to play in order. Mutated as songs finish: each finished song is
## popped, and re-appended at the back when [member Loop] is on.
@export var Playlist : DynamicSoundPlaylist;
## Runtime mix between the three intensity layers. [code]0[/code] = least intense, [code]1[/code] = most intense.
@export_range(0, 1) var Intensity : float = 0:
set(value):
Intensity = value;
if _core: _core.apply_stream_volumes(volume_db);
## When true, finished songs are re-appended to the back of the queue so the playlist cycles forever.
@export var Loop : bool;
## How playback pitch is selected.
@export var PitchMode : DynamicSoundConstants.PitchMode = DynamicSoundConstants.PitchMode.Constant:
set(value):
PitchMode = value;
notify_property_list_changed();
## Minimum pitch scale when [member PitchMode] is Random.
@export var RandomMinPitchScale : float = -0.5;
## Maximum pitch scale when [member PitchMode] is Random.
@export var RandomMaxPitchScale : float = 0.5;
var _core : DynamicSoundPlayerCore;
func _set(property: StringName, value: Variant) -> bool:
if property == &"volume_db":
if _core: _core.apply_stream_volumes(value);
return false;
return false;
func _enter_tree() -> void:
if Engine.is_editor_hint() and stream == null:
stream = AudioStreamPolyphonic.new();
func _validate_property(property: Dictionary) -> void:
if property.name in ["RandomMinPitchScale", "RandomMaxPitchScale"]:
if PitchMode != DynamicSoundConstants.PitchMode.Random:
property.usage &= ~PROPERTY_USAGE_EDITOR;
func _ready() -> void:
_core = DynamicSoundPlayerCore.new(self);
_core.ready();
func _process(delta: float) -> void:
if _core: _core.process(delta);
## Pause playback. Call [method resume] to continue.
func pause() -> void:
if _core: _core.pause();
## Resume playback after a [method pause].
func resume() -> void:
if _core: _core.resume();
## True if a song is currently playing (and not paused).
func is_song_playing() -> bool:
return _core != null and _core.is_song_playing();
## Start playback (if needed) and fade volume up from silent over [param duration] seconds.
func fade_in(duration: float) -> void:
if _core: _core.fade_in(duration);
## Fade volume to silent over [param duration] seconds, then stop playback.
func fade_out(duration: float) -> void:
if _core: _core.fade_out(duration);

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class_name DynamicSoundPlayerCore
## Shared logic for the continuous [DynamicSoundPlayer] family.
##
## Owned by [DynamicSoundPlayer], [DynamicSoundPlayer2D], and [DynamicSoundPlayer3D].
## Operates on its owner via duck-typed property access — the owner must expose
## [code]Playlist[/code], [code]Intensity[/code], [code]Loop[/code], [code]volume_db[/code],
## [code]stream_paused[/code], [code]play()[/code], [code]stop()[/code], and
## [code]get_stream_playback()[/code].
extends RefCounted
const _FADE_SILENT_DB : float = -80.0;
var _player;
var Ids : Array[int];
var _playback : AudioStreamPlaybackPolyphonic;
var _song_length : float = 0.0;
var _song_elapsed : float = 0.0;
var _paused : bool = false;
var _fade_db : float = 0.0;
var _fade_from_db : float = 0.0;
var _fade_to_db : float = 0.0;
var _fade_duration : float = 0.0;
var _fade_elapsed : float = 0.0;
var _fading : bool = false;
var _stop_when_faded : bool = false;
func _init(player) -> void:
_player = player;
func ready() -> void:
if Engine.is_editor_hint():
return;
var playlist : DynamicSoundPlaylist = _player.Playlist;
if playlist == null or playlist.QueuedSongs.is_empty():
return;
_player.play();
_playback = _player.get_stream_playback();
_play_song(playlist.QueuedSongs[0]);
func process(delta: float) -> void:
if Engine.is_editor_hint():
return;
if _playback == null or _paused:
return;
if _fading:
_fade_elapsed += delta;
var t : float = clampf(_fade_elapsed / _fade_duration, 0.0, 1.0);
_fade_db = lerp(_fade_from_db, _fade_to_db, t);
apply_stream_volumes(_player.volume_db);
if t >= 1.0:
_fading = false;
if _stop_when_faded:
_stop_after_fade();
return;
if _song_length <= 0.0:
return;
_song_elapsed += delta;
if _song_elapsed >= _song_length:
_advance_song();
func apply_stream_volumes(value: float) -> void:
if _playback == null:
return;
var effective_db : float = value + _fade_db;
var realIntensity : float;
if Ids.size() == 3:
realIntensity = _player.Intensity;
else:
realIntensity = 0;
for i in Ids.size():
# set volume based on intensity; with a single layer it's just full volume
_playback.set_stream_volume(Ids[i], linear_to_db(db_to_linear(effective_db) * max((.5 - abs(float(i)/2 - realIntensity))/.5, 0)));
func pause() -> void:
if _playback == null or _paused:
return;
_player.stream_paused = true;
_paused = true;
func resume() -> void:
if not _paused:
return;
_player.stream_paused = false;
_paused = false;
func is_song_playing() -> bool:
return not Ids.is_empty() and not _paused;
func fade_in(duration: float) -> void:
if _playback == null:
_player.play();
_playback = _player.get_stream_playback();
if _paused:
resume();
var playlist : DynamicSoundPlaylist = _player.Playlist;
if Ids.is_empty() and playlist != null and not playlist.QueuedSongs.is_empty():
_play_song(playlist.QueuedSongs[0]);
_start_fade(_FADE_SILENT_DB, 0.0, duration, false);
func fade_out(duration: float) -> void:
if _playback == null:
return;
if _paused:
resume();
_start_fade(_fade_db, _FADE_SILENT_DB, duration, true);
func _start_fade(from_db: float, to_db: float, duration: float, stop_after: bool) -> void:
_fade_from_db = from_db;
_fade_to_db = to_db;
_fade_db = from_db;
_fade_duration = max(duration, 0.0001);
_fade_elapsed = 0.0;
_fading = true;
_stop_when_faded = stop_after;
apply_stream_volumes(_player.volume_db);
func _stop_after_fade() -> void:
for id in Ids:
_playback.stop_stream(id);
Ids.clear();
_song_length = 0.0;
_song_elapsed = 0.0;
_player.stop();
_playback = null;
_fade_db = 0.0;
_stop_when_faded = false;
func _advance_song() -> void:
for id in Ids:
_playback.stop_stream(id);
Ids.clear();
_song_length = 0.0;
_song_elapsed = 0.0;
var playlist : DynamicSoundPlaylist = _player.Playlist;
if playlist == null or playlist.QueuedSongs.is_empty():
return;
var finished : DynamicSound = playlist.QueuedSongs.pop_front();
if _player.Loop:
playlist.QueuedSongs.append(finished);
if playlist.QueuedSongs.is_empty():
return;
_play_song(playlist.QueuedSongs[0]);
func _play_song(song : DynamicSound) -> void:
if song.Intensity1 != null:
Ids.append(_playback.play_stream(song.Intensity1));
if song.Intensity2 != null:
Ids.append(_playback.play_stream(song.Intensity2));
if song.Intensity3 != null:
Ids.append(_playback.play_stream(song.Intensity3));
_song_length = song.Intensity1.get_length() if song.Intensity1 != null else 0.0;
_song_elapsed = 0.0;
apply_stream_volumes(_player.volume_db);

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@icon("res://addons/gd-dynamic-audio/src/dynamic_sound_playlist_icon.png")
@tool
class_name DynamicSoundPlaylist
## The DynamicSound Holds onto all your music variants.
extends Resource
@export_category("Playlist")
@export var QueuedSongs : Array[DynamicSound];

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