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A simple sound effect resource + scene
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class_name SoundBoard extends Resource | |
@export var streams : Dictionary[String, AudioStream] = {} | |
# Config vars should be in the format: | |
# "type:property" : "value" | |
# "ready:max_distance" : "25.0" | |
# "attack:volume_db" : "-10.0" | |
@export var config : Dictionary[String, String] = {} | |
@export var default_distance := 10.0 | |
func setup(target : Node, type = null) -> void: | |
if type: | |
_setup(target, type) | |
else: | |
for _type in self.streams: | |
_setup(target, _type) | |
func _setup(target : Node, type: String) -> void: | |
# Create 2d or 3d automatically | |
var player = AudioStreamPlayer3D.new() if target is Node3D else AudioStreamPlayer2D.new() | |
player.name = "%s_sounds" % type | |
player.stream = self.streams[type] | |
player.max_distance = default_distance | |
for key in self.config: | |
var parts = key.split(":") | |
if parts[0] == type: | |
player.set(parts[1], self.config[key]) | |
if type == "ready": | |
player.autoplay = true | |
target.add_child(player) | |
func play(target : Node, type: String): | |
if self.streams.has(type): | |
var node = target.get_node_or_null("%s_sounds" % type) | |
if not node: | |
self.setup(target, type) | |
node = target.get_node("%s_sounds" % type) | |
node.play(0) | |
return node | |
func stop(target : Node, type: String): | |
if not type: | |
for _t in self.streams: | |
target.get_node("%s_sounds" % _t).stop() | |
if self.streams.has(type): | |
target.get_node("%s_sounds" % type).stop() | |
func clone(target: Node, type: String) -> Variant: | |
if self.streams.has(type): | |
var node = target.get_node_or_null("%s_sounds" % type) | |
if not node: | |
self.setup(target, type) | |
node = target.get_node("%s_sounds" % type) | |
return node.duplicate() | |
return null | |
func has(type: String) -> bool: | |
return self.get(type) != null |
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class_name Sounds extends Node | |
# Attach this to whatever scene you want | |
@export var soundboard : SoundBoard | |
@export var lazy : bool = true | |
func _ready() -> void: | |
if soundboard: | |
if not lazy: | |
soundboard.setup(self) | |
elif "ready" in soundboard.streams: | |
soundboard.setup(self, "ready") | |
func play(type: String): | |
if soundboard: | |
return soundboard.play(self, type) | |
static func _play_global(stream, position) -> void: | |
Engine.get_main_loop().get_current_scene().add_child(stream) | |
if position: | |
stream.global_position = position | |
stream.play(0) | |
await stream.finished | |
stream.queue_free() | |
func play_global(type: String): | |
if soundboard: | |
var clone = soundboard.clone(self, type) | |
if clone: | |
Sounds._play_global(clone, self.global_position) | |
func stop(type): | |
if soundboard: | |
soundboard.stop(self, type) | |
func has(type: String) -> bool: | |
if soundboard: | |
return soundboard.has(type) | |
return false |
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To use it:
And the setup in the inspector:

If you want something to play on spawn, you can use

ready
as a key:https://bsky.app/profile/gammagames.bsky.social/post/3lfyoglpui22d