gd-dynamic-sound/README.md

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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`.
**Requires Godot 4.6 or newer.** Older versions will load the addon but log an error from `plugin.gd` on enable; some `class_name`s may also fail to parse on engines lacking 4.6 GDScript features.
## Installation
1. Copy the `addons/gd-dynamic-sound/` folder into your project's `addons/` directory.
2. Enable the plugin in **Project Settings → Plugins**.
3. *(Optional, recommended)* Wire up the `Music` and `FX` buses — see below.
## Audio buses
When a player enters the tree in the editor, it auto-routes to a named bus if one exists:
- `DynamicSoundPlayer` family → looks for a bus named **`Music`**
- `DynamicSoundFXPlayer` family → looks for a bus named **`FX`**
If the named bus doesn't exist, the player stays on `Master`. User-customised buses are never overridden — the auto-route only fires when `bus` is still the default `Master`.
A ready-made layout containing both buses (each routing into `Master`) ships with the addon at `addons/gd-dynamic-sound/default_bus_layout.tres`. To use it:
- **Whole-project replacement:** copy it to your project root as `default_bus_layout.tres`, or point Godot at the addon's copy via **Project Settings → General → Audio → Buses → Default Bus Layout**.
- **Merge into an existing layout:** open Godot's audio bus panel and add `Music` and `FX` buses manually, both sending to `Master`.
## Concepts
### `DynamicSound` (Resource)
A single piece of audio with up to three intensity layers that play simultaneously and are blended at runtime.
> **All assigned layers must have identical lengths.** The three streams play in parallel; if `Intensity2` ends a beat earlier than `Intensity1`, the blend becomes silence on that layer for the remainder of the song and the player's end-of-song timing (which keys off `Intensity1.get_length()`) misfires. The resource pushes a warning in the editor when you assign mismatched-length streams, and `DynamicSoundPlayer` pushes a runtime error when it tries to play one. Trim or pad your stems to match before exporting.
| Property | Type | Description |
| --- | --- | --- |
| `Intensity1` | `AudioStream` | Least-intense layer (e.g. ambient). Required — the player uses its length to time song advancement. |
| `Intensity2` | `AudioStream` | Mid-intensity layer. Optional. Must match `Intensity1`'s length if assigned. |
| `Intensity3` | `AudioStream` | Most-intense layer. Optional. Must match `Intensity1`'s length if assigned. |
| `ReverbTail` | `float` | Length (seconds) of the song's audio that is pure reverb tail. The next song is started this far ahead of the current song's full length, so the new opening covers the outgoing tail without a perceptible gap. Set to `0` to disable overlap (hard cut). |
The resource exposes `has_matching_layer_lengths() -> bool` if you want to validate songs yourself (e.g. on load, in tests).
### `DynamicSoundPlaylist` (Resource)
An ordered list of `DynamicSound`s.
| Property | Type | Description |
| --- | --- | --- |
| `QueuedSongs` | `Array[DynamicSound]` | Songs to play in order. The continuous player tracks an internal index; the resource is not mutated as songs play. |
## 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. Read-only as songs play — the player tracks an internal index. |
| `Intensity` | `float` (01) | `0` | Runtime mix between the three layers. `0` = layer 1 dominates, `1` = layer 3 dominates. |
| `LoopMode` | enum | `All` | `Single` keeps repeating the current song. `All` advances through the playlist and wraps back to index 0 after the last song. Both modes loop forever; there's no "play once and stop" mode. |
| `SkipMode` | enum | `UseReverbTail` | How `advance_to_next_song()` / `advance_to_track()` transition. `UseReverbTail` accelerates the outgoing song so its remaining time hits `ReverbTail` and the new song plays on top — relies on the song's audio having a natural tail. `CrossFade` programmatically fades the outgoing song down and the incoming song up over `CrossFadeDuration` seconds. `Jump` is a hard cut. Does **not** affect natural end-of-song advancement (that always uses reverb tail). |
| `CrossFadeDuration` | `float` | `1.0` | Duration of the volume crossfade in seconds when `SkipMode = CrossFade`. Hidden in the inspector for the other modes. |
When the node enters the tree in the editor, `stream` is auto-assigned an `AudioStreamPolyphonic` and `bus` is set to `"Music"` if a bus by that name exists in the project (otherwise it's left at `"Master"`). User-customised buses are not overridden.
#### Methods
| Method | Description |
| --- | --- |
| `play_playlist()` | Starts (or resumes) the playlist. Use this when `autoplay` is `false` and you want to start playback programmatically. |
| `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. Works regardless of `autoplay`. |
| `fade_out(duration: float)` | Ramps volume from current level to silent over `duration` seconds, then stops the polyphonic session. A subsequent `fade_in` reinitialises. |
| `get_current_song_index() -> int` | Index of the song most recently kicked off in `Playlist.QueuedSongs`. During a reverb-tail crossover this becomes the incoming song the moment it starts, even though the outgoing song is still audible. |
| `advance_to_next_song()` | Skip to the next song in the playlist (wraps from the end back to index 0). Transition style is controlled by `SkipMode`. |
| `advance_to_track(index: int)` | Same as `advance_to_next_song`, but jumps to a specific index. Out-of-range indices are ignored. |
#### Behaviour
- **Autoplay.** On `_ready`, plays the song at the current index *only if `autoplay` is true* (the inherited `AudioStreamPlayer.autoplay` property; default `true`). Set `autoplay = false` to defer playback to a `play_playlist()` or `fade_in()` call.
- **Reverb-tail transitions.** When the current song is within `ReverbTail` seconds of its full length, the next song (chosen per `LoopMode`) is started so its leading audio covers the outgoing tail. Both songs are audible during the overlap window; the outgoing one stops when its full length has elapsed.
- **Volume.** `volume_db` is honoured; the fade adjustment is layered on top internally, so manual volume changes during a fade still work correctly. During a reverb-tail overlap, both songs share the same volume/intensity mix.
- **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. |
| `PitchMode` | enum | `Constant` | `Constant` plays each trigger at pitch `1.0`. `Random` picks a fresh pitch per trigger via `1.0 + randf_range(RandomMinPitchScale, RandomMaxPitchScale)`. |
| `RandomMinPitchScale` | `float` | `-0.5` | Minimum pitch offset (added to `1.0`) when `PitchMode = Random`. Hidden in the inspector when `PitchMode = Constant`. |
| `RandomMaxPitchScale` | `float` | `0.5` | Maximum pitch offset (added to `1.0`) when `PitchMode = Random`. Hidden in the inspector when `PitchMode = Constant`. |
When the node enters the tree in the editor, `stream` is auto-assigned an `AudioStreamPolyphonic` and `bus` is set to `"FX"` if a bus by that name exists in the project (otherwise it's left at `"Master"`). User-customised buses are not overridden.
For a *constant non-1.0* pitch, set the player's built-in `pitch_scale` property — that multiplies with whatever `PitchMode` produces, so e.g. `pitch_scale = 0.8` + `PitchMode = Random` with default range gives an effective pitch in `[0.4, 1.2]`.
#### Methods
| Method | Description |
| --- | --- |
| `play_fx()` | Triggers a fresh play of `Sound`. Pitch is sampled at trigger time per `PitchMode`. 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.