Godot Audio Handler

Recently, I implemented an audio handler in my Godot game. I'm not sure how others approach it, but I’ve found that the method I’m using is incredibly simple and efficient.
This blog isn’t about the coding aspect—it's all about the concept behind it.
In this screenshot, you can see two large colliders—these are Area2D
nodes with their respective CollisionShape2D
components. What makes them special is that each Area2D
represents a different segment of the game, essentially marking two distinct locations.
The Area2D
at the starting point, where the player begins, is named Village of the Dead
in my game. The other section, which is still in development, is called Pit of Dark
.
Each of these locations carries a unique atmosphere, emotion, and set of tasks as result they require different background audio to match their distinct vibes. But that raises an important question—how do you switch audio when going from one area to another?
That’s where Area2D
nodes come in use! I used them to detect when the player enters a new zone and trigger the correct sound accordingly.
Here is code if you want
extends Node2D
var Seg1 = preload("res://Music/Villageofdead.wav")
var Seg2 = preload("res://Music/pitofdark.wav")
@onready var AudioStreamPlayer2 = get_node("../Player/AudioStreamPlayer2D")
func _ready() -> void:
AudioStreamPlayer2.play()
func _on_villageofdead_body_entered(body: Node2D) -> void:
if body.has_method("player"):
AudioStreamPlayer2.stream = Seg1
AudioStreamPlayer2.play()
print("Villagedead")
$AnimationPlayer.play("Villageofdead")
func _on_pitofdark_body_entered(body: Node2D) -> void:
if body.has_method("player"):
AudioStreamPlayer2.stream = Seg2
AudioStreamPlayer2.play()
$AnimationPlayer.play("Darkpit")
print("darkpit")
Just some context to the codeSeg
is shortform of Segment
You may see some animation there too these are just those text coming up indicating your current location
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