Random Music Player
The Random Music Player is a sophisticated music playback script that extends BaseRandomAudioPlayer with advanced features like crossfading between tracks, EQ effects during pause states, and automatic track progression. It’s designed to provide seamless background music during the rounds in the arena.
Design Philosophy
Section titled “Design Philosophy”-
Seamless Transitions: Crossfading between tracks eliminates jarring cuts and downtime between songs.
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Adaptive Audio: Responds to game state changes (like pause) with appropriate audio effects.
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Configurable Behavior: Extensive export properties allow fine-tuning without code changes.
The Code
Section titled “The Code”## Plays random music from a folder, fading between tracks.class_name RandomMusicPlayerextends BaseRandomAudioPlayer
const MIN_DB := -80.0 ## Minimum volume in decibels, used for fade out and hacky way to 'silence' the playerconst MAX_DB := 0.0
@export var fade_duration: float = 1.0@export var playback_delay: float = 0.5 ## Delay before starting the next track fade@export var start_on_ready: bool = true
@export_group("Pause Effect")@export var pause_eq_enabled: bool = false## EQ Band 0: ~32 Hz, 1: ~100 Hz, 2: ~320 Hz, 3: ~1 kHz, 4: ~3.2 kHz, 5: ~10 kHz@export var pause_eq_band_0_db: float = 1.0@export var pause_eq_band_1_db: float = 0.0@export var pause_eq_band_2_db: float = -4.0@export var pause_eq_band_3_db: float = -9.0@export var pause_eq_band_4_db: float = -14.0@export var pause_eq_band_5_db: float = -18.0@export var pause_volume_adjustment_db: float = -6.0 ## Adjust volume by this dB when paused
var transitioning: bool = falsevar stopped: bool = falsevar is_game_paused: bool = falsevar _eq_effect_index: int = -1var _fading_volume_db: float = MIN_DB ## Internal volume for tweening, before pause adjustment
var tween: Tween
func _ready(): if start_on_ready: play_random_music()
State Management Architecture
Section titled “State Management Architecture”The class uses a layered volume system for maximum flexibility:
var _fading_volume_db: float = MIN_DB # Base volume for crossfadingvar pause_volume_adjustment_db: float = -6.0 # Additional pause adjustment# Final volume = _fading_volume_db + pause_volume_adjustment_db
Why Layered Volumes?
Section titled “Why Layered Volumes?”-
Independent Control: Crossfading and pause effects can operate independently without interfering.
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Smooth Transitions: The base volume can fade while pause adjustments are applied instantly.
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Predictable Behavior: Each volume layer has a single, clear responsibility.
Transition State Tracking
Section titled “Transition State Tracking”The transitioning
boolean prevents overlapping operations:
if transitioning: returntransitioning = true
This ensures:
- Only one crossfade can happen at a time
- Manual play requests don’t interrupt ongoing transitions
- The system remains in a predictable state
Crossfading Implementation
Section titled “Crossfading Implementation”Tweening the Volume
Section titled “Tweening the Volume”Tweens provide smooth, frame-rate-independent volume changes:
tween = create_tween().set_trans(Tween.TRANS_SINE)tween.tween_property(self, "_fading_volume_db", MAX_DB, fade_duration)
Tweening Advantages
Section titled “Tweening Advantages”- Smooth Curves: TRANS_SINE provides natural-sounding fade curves
- Performance: Godot’s tween system is optimized for smooth animations
- Interruption Safety: Old tweens can be killed cleanly when new ones start
Dynamic EQ System
Section titled “Dynamic EQ System”Real-Time Effect Management
Section titled “Real-Time Effect Management”The pause EQ system dynamically adds and removes audio effects:
func _add_pause_eq_effect() -> void: var eq_effect := AudioEffectEQ.new() # Configure EQ bands... AudioServer.add_bus_effect(bus_index, eq_effect) _eq_effect_index = AudioServer.get_bus_effect_count(bus_index) - 1
Dynamic Effects
Section titled “Dynamic Effects”- Performance: EQ is only active when needed, saving CPU
- Flexibility: Different games can have different pause audio styles
- Non-Destructive: No permanent changes to the audio bus configuration
EQ Band Configuration
Section titled “EQ Band Configuration”The predefined EQ curve simulates audio heard through a wall or underwater:
- Low frequencies: Slightly boosted (bass travels through obstacles)
- Mid frequencies: Gradually cut (muffled effect)
- High frequencies: Heavily cut (treble is most affected by obstacles)
This creates an immersive effect that suggests the game world is “distant” when paused.
Process Function
Section titled “Process Function”The _process()
function checks the game pause state every frame:
func _process(_delta: float) -> void: var current_tree_paused_state := get_tree().paused if current_tree_paused_state != is_game_paused: is_game_paused = current_tree_paused_state _on_pause_state_changed(is_game_paused)
_update_actual_volume()
This allows the player to respond immediately to pause state changes, ensuring:
- Immediate Response: Pause state changes are detected instantly
- No Signal Dependencies: Works regardless of how pause is implemented
- Volume Accuracy: Ensures volume is always correct, even during tweening
So while the _process()
function runs every frame, which makes it relatively expensive, it only performs minimal checks and updates, keeping performance impact low. The tradeoff for not using the _process()
function is that the player would not respond to pause state changes, which is critical for the pause EQ effect.
Error Handling
Section titled “Error Handling”Graceful Degradation
Section titled “Graceful Degradation”Multiple validation and backup layers ensure the system continues working even when things go wrong:
if _available_streams.is_empty(): push_warning("No music files available...") return
var next_music_stream := _get_next_random_stream()if next_music_stream: # Success pathelse: push_warning("No next music track found...") transitioning = false
Resource Cleanup
Section titled “Resource Cleanup”The _exit_tree()
method ensures clean shutdown:
func _exit_tree() -> void: _remove_pause_eq_effect() # Remove dynamic audio effects if tween and tween.is_valid(): tween.kill() # Stop all animations
This prevents:
- Memory leaks from orphaned tweens
- Audio artifacts from leftover EQ effects
- Console warnings about invalid references
State Persistence
Section titled “State Persistence”The player remembers its state across pause cycles:
# Game pauses -> EQ applied, volume reduced# Game unpauses -> EQ removed, volume restored# Music continues seamlessly
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Choose appropriate fade durations - 1-2 seconds works well in our case, but adjust based on your game or scene’s pacing and music style.
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Configure EQ - Depending on the musics nature, the EQ bands might need adjustment. Songs with a heavy bass require less boost on the low frequencies, while songs with a lot of treble might need more attenuation on the high frequencies.
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Test pause effects - Make sure the pause EQ sounds good with your specific music tracks.
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Consider track length - Longer tracks (3+ minutes) work better with crossfading since transitions are less frequent.
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Match track volumes - Ensure all music files have similar loudness to prevent jarring volume jumps.
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Plan for interruptions - Test what happens when the player quickly pauses/unpauses or changes scenes during transitions.