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- .. _doc_autoloads_versus_internal_nodes:
- Autoloads versus regular nodes
- ==============================
- Godot offers a feature to automatically load nodes at the root of your project,
- allowing you to access them globally, that can fulfill the role of a Singleton:
- :ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you
- change the scene from code with :ref:`SceneTree.change_scene <class_SceneTree_method_change_scene>`.
- In this guide, you will learn when to use the Autoload feature, and techniques
- you can use to avoid it.
- The cutting audio issue
- -----------------------
- Other engines can encourage the use of creating manager classes, singletons that
- organize a lot of functionality into a globally accessible object. Godot offers
- many ways to avoid global state thanks to the node tree and signals.
- For example, let's say we are building a platformer and want to collect coins
- that play a sound effect. There's a node for that: the :ref:`AudioStreamPlayer
- <class_AudioStreamPlayer>`. But if we call the ``AudioStreamPlayer`` while it is
- already playing a sound, the new sound interrupts the first.
- A solution is to code a global, auto-loaded sound manager class. It generates a
- pool of ``AudioStreamPlayer`` nodes that cycle through as each new request for
- sound effects comes in. Say we call that class ``Sound``, you can use it from
- anywhere in your project by calling ``Sound.play("coin_pickup.ogg")``. This
- solves the problem in the short term but causes more problems:
- 1. **Global state**: one object is now responsible for all objects' data. If the
- ``Sound`` class has errors or doesn't have an AudioStreamPlayer available,
- all the nodes calling it can break.
- 2. **Global access**: now that any object can call ``Sound.play(sound_path)``
- from anywhere, there's no longer an easy way to find the source of a bug.
- 3. **Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes
- stored from the start, you can either have too few and face bugs, or too many
- and use more memory than you need.
- .. note::
- About global access, the problem is that Any code anywhere could pass wrong
- data to the ``Sound`` autoload in our example. As a result, the domain to
- explore to fix the bug spans the entire project.
- When you keep code inside a scene, only one or two scripts may be
- involved in audio.
- Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as it
- needs within itself and all these problems go away:
- 1. Each scene manages its own state information. If there is a problem with the
- data, it will only cause issues in that one scene.
- 2. Each scene accesses only its own nodes. Now, if there is
- a bug, it's easy to find which node is at fault.
- 3. Each scene allocates exactly the amount of resources it needs.
- Managing shared functionality or data
- -------------------------------------
- Another reason to use an Autoload can be that you want to reuse the same method
- or data across many scenes.
- In the case of functions, you can create a new type of ``Node`` that provides
- that feature for an individual scene using the :ref:`class_name
- <doc_scripting_continued_class_name>` keyword in GDScript.
- When it comes to data, you can either:
- 1. Create a new type of :ref:`Resource <class_Resource>` to share the data.
- 2. Store the data in an object to which each node has access, for example using
- the ``owner`` property to access the scene's root node.
- When you should use an Autoload
- -------------------------------
- Auto-loaded nodes can simplify your code in some cases:
- - **Static Data**: if you need data that is exclusive to one class, like a
- database, then an autoload can be a good tool. There is no scripting API in
- Godot to create and manage static data otherwise.
- - **Static functions**: creating a library of functions that only return values.
- - **Systems with a wide scope**: If the singleton is managing its own
- information and not invading the data of other objects, then it's a great way to
- create systems that handle broad-scoped tasks. For example, a quest or a
- dialogue system.
- Until Godot 3.1, another use was just for convenience: autoloads have a global
- variable for their name generated in GDScript, allowing you to call them from
- any script file in your project. But now, you can use the ``class_name`` keyword
- instead to get auto-completion for a type in your entire project.
- .. note::
- Autoload is not exactly a Singleton. Nothing prevents you from instantiating
- copies of an auto-loaded node. It is only a tool that makes a node load
- automatically as a child of the root of your scene tree, regardless of your
- game's node structure or which scene you run, e.g. by pressing :kbd:`F6` key.
- As a result, you can get the auto-loaded node, for example an autoload called
- ``Sound``, by calling ``get_node("/root/Sound")``.
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