CPUParticles2D dynamic emission rate?

Godot Version

v4.4

Question

What I want is simple emission by distance, but this is not currently supported and there is an issue open here:

So I tried implementing it manually by changing the amount based on distance/velocity but this resets the particle emitter as mentioned here:

So in the current version of Godot is there any way to dynamically emit particles without just instantiating an entire new particle system every time?

It seems like for now the only performance-minded solution is to convert to GPUParticles2D and use the amount_ratio field.

I have created a pull request to also implement this for CPUParticles2D.