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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_to_file <class_SceneTree_method_change_scene_to_file>`.
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_gdscript_basics_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")``.