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AudioPro Change Log

GS_AudioPro version changelog.

Logs


AudioPro 0.7.0

First release of GS_AudioPro, the premium half of the audio system. It requires GS_Audio and extends it.

Gem Architecture

  • GS_ProAudioManagerComponent subclasses the base Audio Manager and declares itself incompatible with it, so a project runs one or the other.
  • Pro attaches through the base gem’s accessor surface — engine, node graph, endpoint, mixing buses, shared Steam Audio context and HRTF — rather than reaching into internals.
  • GS_ProAudioSettings adds the geometry configuration alongside the base project settings.
  • Separate buses: AudioGraphRequestBus, AudioGraphPlayerRequestBus, AudioScoreRequestBus and the Klatt voice buses.
  • ScriptCanvas nodes under the GS_Play/GS_AudioPro category.

Audio Event Graph

  • The .audiograph visual editor, built on the gs_graphcanvas framework with a data-flow topology.
  • 31 node types: 4 sources, 7 filters, Echo and Reverb, 7 character and modulation effects, 4 utility effects, Mix and Split, three phase gates and the Output terminal.
  • AudioGraphLibrary (.agl) — named access to graphs, with a source-file picker.
  • AudioGraphPlayerComponent — drop-on playback with auto-play, spatialization and looping, and no handles to manage.
  • Preserve-until-release instance lifecycle: an owned instance quiesces to idle on stop and keeps its variables and configuration until explicitly released.
  • Full transport, variable, spatialization and state surface on AudioGraphRequestBus.
  • Node registration pinned against unity-build symbol stripping, so the launcher deserializes graphs.

Procedural Scoring

  • ScoreArrangementTrack — multi-layer scores with time signature, tempo and fade control.
  • AudioScoreRequestBus: play a score with a chosen layer set, and bring individual layers in and out at runtime.

Klatt Voice Synthesis

  • Formant text-to-speech with 3D spatial audio, backed by SoLoud and relayed into the audio graph through a custom node.
  • Voice profiles and phoneme maps as assets, with per-word pronunciation overrides.
  • Inline KTT tags for changing pitch, speed and waveform partway through a line.
  • Per-entity voice components with a segment queue and completion notifications.

Geometric Acoustics

  • Steam Audio scene and simulator integration, off by default behind a master switch.
  • Occlusion in raycast and volumetric modes, the latter giving partial occlusion at edges.
  • Listener-centric reflections with configurable wet mix, order and smoothing between rooms.
  • Reverb as a distance-independent send, so a room sounds consistent across its volume while the dry signal falls off.
  • Acoustic geometry components for authored volumes and O3DE Shapes.
  • 15 acoustic material presets plus a custom material, including soft barriers that transmit rather than block.
  • Parametric reverb on a worker thread with lock-free direct and occlusion values.

See Also