How would I play music that sounds like it originates from all sides of a shape, i.e. your distance from the edge of a CollisionShape2D controls the decibels of your AudioStreamPlayer.
# Here is some pseduo-code
var direction_to_collision_shape_2d = player.get_global_position() + (player.get_global_position() - collision_shape_2d.get_global_position())
var result = get_world_2d().direct_space_state.intersect_ray(player.get_global_position(), direction_to_collision_shape_2d)
sound_player_2d.volume_db = result["position"].length() / SOUND_SCALAR