move PitchMode to FX players and implement random pitch
The continuous music players had PitchMode/RandomMin/MaxPitchScale exports but no logic referenced them. Pitch variation only makes sense per-trigger, which the FX family supports natively. So: - Remove PitchMode, RandomMinPitchScale, RandomMaxPitchScale, and the _validate_property hook from DynamicSoundPlayer / 2D / 3D. - Add the same exports + _validate_property to DynamicSoundFXPlayer / 2D / 3D. - Implement pitch resolution in DynamicSoundFXPlayerCore.play_fx: each trigger samples a fresh pitch from PitchMode and passes it as the pitch_scale argument to AudioStreamPlaybackPolyphonic.play_stream. - Random pitch uses 1.0 + randf_range(min, max) so the existing -0.5/0.5 defaults give a useful [0.5, 1.5] pitch range. - README updated to reflect the move. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Claude Opus 4.7
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@@ -21,17 +21,6 @@ extends AudioStreamPlayer2D
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## When true, finished songs are re-appended to the back of the queue so the playlist cycles forever.
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@export var Loop : bool;
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## How playback pitch is selected.
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@export var PitchMode : DynamicSoundConstants.PitchMode = DynamicSoundConstants.PitchMode.Constant:
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set(value):
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PitchMode = value;
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notify_property_list_changed();
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## Minimum pitch scale when [member PitchMode] is Random.
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@export var RandomMinPitchScale : float = -0.5;
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## Maximum pitch scale when [member PitchMode] is Random.
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@export var RandomMaxPitchScale : float = 0.5;
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var _core : DynamicSoundPlayerCore;
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func _set(property: StringName, value: Variant) -> bool:
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@@ -48,11 +37,6 @@ func _enter_tree() -> void:
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if bus == &"Master" and AudioServer.get_bus_index("Music") != -1:
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bus = "Music";
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func _validate_property(property: Dictionary) -> void:
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if property.name in ["RandomMinPitchScale", "RandomMaxPitchScale"]:
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if PitchMode != DynamicSoundConstants.PitchMode.Random:
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property.usage &= ~PROPERTY_USAGE_EDITOR;
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func _ready() -> void:
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_core = DynamicSoundPlayerCore.new(self);
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_core.ready();
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