Skip to content

Random SFX Player

The Random SFX Player is a simple, focused implementation of the BaseRandomAudioPlayer designed specifically for sound effects. It provides immediate playback of random audio files from a specified folder, making it ideal for impact sounds, UI feedback, weapon sounds, and other event-driven audio.

The RandomSFXPlayer embodies the principle of simplicity and single responsibility:

  1. Single Purpose: Does one thing well, it plays random sound effects.

  2. Immediate Response: No delays, fading, or complex transitions. When play_random() is called, audio plays immediately.

  3. Minimal Configuration: Inherits all configuration from BaseRandomAudioPlayer without adding complexity.

  4. Fire-and-Forget: Perfect for one-shot sound effects that don’t require ongoing management.

## Plays a random audio from a folder when play_random() is called.
class_name RandomSFXPlayer
extends BaseRandomAudioPlayer
func play_random() -> void:
if _available_streams.is_empty():
push_warning(
"RandomSFXPlayer: No audio files available to play from '%s'."
% audio_folder
)
return
var next_sfx_stream := _get_next_random_stream()
if next_sfx_stream:
stream = next_sfx_stream
play()
else:
# This might happen if _get_next_random_stream somehow fails, though unlikely
# if _available_streams was not empty.
push_warning(
"RandomSFXPlayer: Could not get a valid audio stream to play."
)

This class checks for two main conditions before attempting to play audio:

if _available_streams.is_empty():
# First check: Are there any audio files loaded?
var next_sfx_stream := _get_next_random_stream()
if next_sfx_stream:
# Second check: Did the selection process succeed?

This approach provides:

  1. Clear Error Messages: Different error conditions produce different warning messages, making debugging easier.

  2. Graceful Degradation: Failed audio doesn’t crash the game or break the calling code.

  3. Defensive Programming: Handles edge cases that theoretically shouldn’t happen but might in practice.

  • Weapon impact sounds
  • UI button clicks and interactions
  • Footstep variations
  • Environmental interaction sounds (door opening, item pickup, etc.)
  • Quick, one-shot audio feedback

The class inherits all configuration from BaseRandomAudioPlayer:

  • audio_folder: Directory containing the SFX files
  • file_extensions: Supported audio formats
  • avoid_repeats: Prevents immediate sound repetition

This inheritance means you get all the robust file loading and randomization logic without any additional complexity.

  1. Keep files short - SFX should typically be under 2-3 seconds for responsive gameplay.

  2. Match volumes carefully - Ensure all variations have similar volume levels to maintain consistency.

  3. Test repeat avoidance - With avoid_repeats enabled, make sure you have at least 2-3 variations to prevent obvious patterns.

  4. Consider attenuation - Since this extends AudioStreamPlayer3D, configure the attenuation curve for realistic distance falloff.

  5. Use descriptive names - Clear audio file names help with debugging and content management.