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"?.
AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.
Intel or AMD Chromebook, with Linux turned on.
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 1.20000004768372Verified 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().
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