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_ProAudioManagerComponentsubclasses 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_ProAudioSettingsadds the geometry configuration alongside the base project settings.- Separate buses:
AudioGraphRequestBus,AudioGraphPlayerRequestBus,AudioScoreRequestBusand the Klatt voice buses. - ScriptCanvas nodes under the
GS_Play/GS_AudioProcategory.
Audio Event Graph
- The
.audiographvisual 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
- GS_Audio Change Log — the free tier this builds on
- Audio Pro documentation