AudioStreamRandomPitch in Godot 4: it is AudioStreamRandomizer now

By Eduardo Orellana · Updated

AudioStreamRandomPitch is replaced by AudioStreamRandomizer in Godot 4, which shifts pitch and volume and can pick from a pool of streams. In a Godot 4 project, AudioStreamRandomPitch.new() fails to parse with Identifier "AudioStreamRandomPitch" not declared in the current scope. Did you mean to use "AudioStreamRandomizer"?.

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What Godot is checking

GDScript resolves every name when the script loads. AudioStreamRandomPitch is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.

The converter carries AudioStreamRandomPitch to AudioStreamRandomizer. random_pitch is a multiplier range, random_volume_offset_db shifts volume, and add_stream() fills the pool it picks from, so five footstep sounds share one player.

Reproduce it

A Godot 3 script that creates a AudioStreamRandomPitch in code, in a Godot 4 project.

extends Node

func _ready():
	var random = AudioStreamRandomPitch.new()
	print(random)

What Godot 4.7.2 prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Identifier "AudioStreamRandomPitch" not declared in the current scope. Did you mean to use "AudioStreamRandomizer"?
   at: GDScript::reload (res://answers/audiostreamrandompitch-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/audiostreamrandompitch-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

A footstep randomizer with two streams and a pitch range.

extends Node

func _ready() -> void:
	var random := AudioStreamRandomizer.new()
	random.random_pitch = 1.2
	random.add_stream(0, AudioStreamWAV.new())
	random.add_stream(1, AudioStreamWAV.new())
	print(random.get_class(), " streams ", random.streams_count, ", pitch ", random.random_pitch)

What the fixed script prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

AudioStreamRandomizer streams 2, pitch 1.20000004768372

Verified on Godot 4.7.2

Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.

Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1482, AudioStreamRandomPitch to AudioStreamRandomizer](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1482), [AudioStreamRandomizer class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/AudioStreamRandomizer.xml).

Questions

How does it pick the next stream?
playback_mode: random without repeating the last one by default, or sequential.
Can I weight one sound to play more often?
Yes, the weight argument of add_stream().