Thank you for your comment and your insights!
I really would have liked to combine AudioStreamInteractive and AudioStreamSynchronized for smooth transitions, but due to being not so advanced in coding and the lack of documentation on the relativly new AudioStreams in the Godot Documents (yet) I could not make it work.... The problem I ran into was that I couldn't figure out how to nest the Streams properly to call them via code (so how do I trigger or change voluime for an AudioStream inside an AudioStream that is inside another AudioStream itself). In the end I put everything in a big AudioStreamSynchronized and hardcoded the transitions. Not the most elegant way, but I figured I will learn how to do it nicely after the jam. ;)
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We had the same problem in our game! We wanted to plug multiple AudioStreamInteractive into an AudioStreamSynchronized (one for each "layer" to switch between the different layer-states), but ended up using a AudioStreamSynchronized and just hoped we stayed under the sample limit.
The Problem with AudioStreamInteractive is that as far as I can see you can only switch from a) the player via the property (if the stream is directly being used) or by calling switch_to_clip() on AudioStreamPlaybackInteractive, but you can't get the Playback object from an AudioStreamPlaybackSynchronized. I wrote a godot engine proposal + a patch for it (after the gamejam), so I hope that either gets merged or someone comes around with a much better solution than implementing a get_playback() on AudioStreamPlaybackSynchronized. ;)
Hey, thank you for your follow-up! Nice to hear I am not the only one with this problem. I would totally +1 the godot engine proposal. Being a musician in "real life" I think there is still so much potential for interacting with sound and music in Godot. I hope they will add more functions in the next updates. :)
Good luck on your journey with Godot!