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GS_Audio

Audio management, event-based sound, music scoring, mixing, and Klatt voice synthesis for the GS_Play framework.

GS_Audio is the audio management gem for GS_Play. It provides a visual node-based audio event authoring system, a multi-layer music scoring system, mixing buses with effects chains, and a built-in Klatt formant voice synthesizer with 3D spatial audio. All audio features integrate with the GS_Play manager lifecycle and respond to standby mode automatically.

For architecture details, component properties, and extension patterns, see the GS_Audio API.


Quick Navigation

I want to…FeatureAPI
Manage the audio engine or control master volumeAudio ManagerAPI
Author sound events visually with filters, effects, routing, and phase lifecycleAudio Event GraphAPI
Configure mixing buses with filters, EQ, and environmental influence effectsMixing & EffectsAPI
Layer music tracks dynamically based on gameplay stateScore ArrangementAPI
Generate text-to-speech with configurable voice parameters and 3D spatial audioKlatt VoiceAPI

Installation

GS_Audio requires GS_Core and the MiniAudio gem. Add both to your project’s gem dependencies.

For a complete guided setup, follow the Simple Project Setup guide.

 

Quick Installation Summary

  1. Enable the GS_Audio gem in your project configuration.
  2. Create an Audio Manager prefab and add it to the Game Manager’s Managers list.

Audio Manager

The Audio Manager is the singleton controller for the entire audio system. It initializes the audio engine, manages mixing buses, loads audio event libraries, and coordinates score playback. Like all GS_Play managers, it extends the Manager base class and plugs into the Game Manager’s startup sequence automatically.

Audio Manager API


Audio Event Graph

The Audio Event Graph is a visual node editor for authoring complex sound events. Build audio processing chains with source nodes, filter nodes, effects, and conditional routing — all connected in a graph that evaluates as a live data-flow pipeline. Supports phase lifecycle (Start / Loop / Finish) and runtime variable control for dynamic sound behavior.

Audio Event Graph API


Mixing & Effects

The mixing system provides named audio buses with configurable effects chains. Each bus can have filters applied — low pass, high pass, band pass, notch, peaking EQ, shelving, delay, and reverb. Audio Bus Influence Effects allow environmental zones to dynamically modify bus effects based on the listener’s position.

Mixing & Effects API


Score Arrangement

Score Arrangement Tracks are multi-layer music assets. Each arrangement defines a time signature, BPM, fade behavior, and a set of Score Layers — individual audio tracks that can be enabled or disabled independently. This allows dynamic music that adds or removes instrument layers based on gameplay state.

Score Arrangement API


Klatt Voice Synthesis

GS_Play includes a built-in text-to-speech system based on Klatt formant synthesis. The Klatt Voice component converts text to speech in real time with configurable voice parameters — frequency, speed, waveform, formants, and pitch variance. The system supports 3D spatial audio and inline KTT tags for expressive delivery.

Klatt Voice API


See Also

For the full API, component properties, and C++ extension guide:

For step-by-step project setup:


Get GS_Audio

GS_Audio — Explore this gem on the product page and add it to your project.

1 - Audio Manager

How to work with the GS_Play Audio Manager — engine initialization, bus routing, event library loading, and Audio Event Graph instance control.

The Audio Manager is the singleton controller for the entire audio system. It initializes the MiniAudio engine, manages mixing buses, loads audio event libraries, and coordinates score track playback. It also manages the instance lifecycle for Audio Event Graphs — pooling, firing, and releasing graph instances.

Like all GS_Play managers, it extends the Manager base class and responds to the Game Manager lifecycle automatically.

For component properties and API details, see the Framework API reference.

Audio Manager component in the O3DE Inspector

 

Contents


What It Manages

ResponsibilityWhat It Does
Engine lifecycleInitializes and shuts down the MiniAudio audio engine.
Mixing busesCreates and routes named audio buses with effects chains.
Audio Event GraphsPools and manages graph instances — fire-and-forget or manual lifecycle control.
Score playbackManages Score Arrangement Track assets for dynamic music.
Master volumeControls global and per-bus volume.

Audio Event Graph Instances

The Audio Manager is the runtime entry point for the Audio Event Graph system. Two patterns are available:

Fire-and-Forget

The simplest pattern — the Manager handles everything automatically:

PlayAudioGraph(assetPath) → plays the graph → auto-cleans up when finished

Manual Instance Control

For sounds that need to be modified after starting — looping ambience, sounds driven by game state variables:

AcquireAudioGraph(assetPath) → instanceId
FireAudioGraph(instanceId)
SetAudioGraphVariable(instanceId, "paramName", value)   ← update at any time
SetAudioGraphEntity(instanceId, entityId)               ← 3D tracking
StopAudioGraph(instanceId) or FinishAudioGraph(instanceId)
ReleaseAudioGraph(instanceId)

The manager pools idle instances internally — acquiring and releasing is cheap.


Quick Reference

Audio Event Graph

NeedMethod
Fire-and-forget graphPlayAudioGraph(assetPath)
Get a controllable instanceAcquireAudioGraph(assetPath)instanceId
Start / restart an instanceFireAudioGraph(instanceId)
Stop an instanceStopAudioGraph(instanceId)
Fade out and stopStopAudioGraphFade(instanceId, fadeTime)
Transition to Finish phaseFinishAudioGraph(instanceId)
Set a float variableSetAudioGraphVariable(instanceId, name, value)
Set a bool variableSetAudioGraphVariableBool(instanceId, name, value)
Enable loopingSetAudioGraphLooping(instanceId, true)
Track entity position (3D)SetAudioGraphEntity(instanceId, entityId)
Release instance to poolReleaseAudioGraph(instanceId)

Mixing & Score

NeedMethod
Set bus volumeSetMixerVolume(busName, volume)
Set master volumeSetMasterVolume(volume)
Play a score trackPlayScoreTrack(asset)
Stop the score trackStopScoreTrack()

Glossary

TermMeaning
Audio Event GraphA .audiograph node graph asset defining a sound event
Graph InstanceAn independent runtime copy of an Audio Event Graph, pooled and reused by the Manager
Mixing BusA named audio channel with an effects chain for routing and processing sounds
Score ArrangementA multi-layer music asset managed by the Audio Manager for dynamic playback

For full definitions, see the Glossary.


See Also


Get GS_Audio

GS_Audio — Explore this gem on the product page and add it to your project.

2 - Audio Event Graph

How to author complex sound events visually using the Audio Event Graph editor — nodes, phase lifecycle, variables, and runtime control.

The Audio Event Graph is a visual node-based editor for authoring complex sound events. Instead of a single clip pool, you connect sources, filters, effects, and routing nodes into a graph that evaluates as a data-flow pipeline. Each .audiograph file is one sound event. At runtime, the graph maps directly to a live audio processing chain.

For component properties and C++ extension, see the Framework API reference.

Audio Event Graph Editor in O3DE Editor

 

Contents


How It Works

Nodes in an Audio Event Graph evaluate left to right in topological order. Connections carry AudioRoute values — handles to a point in the audio processing chain. The signal flows through:

  1. An Entry node gates which phase is active
  2. Source nodes create and output audio
  3. Filter and effect nodes process the signal
  4. Routing nodes (If/Switch) direct the signal based on variables
  5. The Output node wires everything to a mixing bus

Only nodes affected by a change re-evaluate — the rest are skipped. This makes variable-driven sound modification cheap even for complex graphs.


Phase Lifecycle

Audio Event Graph Lifecycle Nodes

Every Audio Event Graph supports up to three phases:

PhaseEntry NodeUse For
StartAud_StartNodeOne-shot intro sounds, attack transient
LoopAud_LoopNodeSustained loops, ambient audio
FinishAud_FinishNodeFade-outs, release tails

Phases transition automatically: Start fires once, Loop repeats while looping is enabled, Finish plays when FinishAudioGraph() is called. Not all phases are required — a simple one-shot only needs Start.

Entry nodes share routing freely. A source wired to both Start and Loop phases produces sound in both.


Nodes

Source Nodes

Source Nodes in the Audio Event Graph Editor

NodeWhat It Does
Aud_SoundNodeSingle audio asset playback
Aud_AudioPoolNodeRandom clip selection from a pool

Both support volume, pitch, delay, looping, and 3D spatialization.

Filter Nodes

Filter Nodes in the Audio Event Graph Editor

LowPass, HighPass, BandPass, Notch, PeakingEQ, LowShelf, HighShelf — all take audio_in and output audio_out. Parameters (cutoff, Q, gain) can be set per-node or bound to graph variables.

Effect Nodes

Echo / Delay Effect Node

NodeWhat It Does
Aud_EchoNodeEcho / reverb tail
Aud_DelayNodeDelay effect

Routing Nodes

IfNode and SwitchNode route AudioRoute values based on conditions or a selector variable. Use these for conditional audio paths — different sounds based on surface type, weather, or character state.

Output Node

Aud_OutputNode wires the final signal to a named mixing bus. Every graph needs exactly one Output node.


Using Variables

Declare variables in the Variable Panel. Bind them to filter parameter slots (right-click > Convert to Reference) or use If/Switch nodes to route based on them.

At runtime, setting a variable re-evaluates only the nodes that depend on it — the rest of the graph is untouched.

Common patterns:

VariableTypeUse
underwaterFloatBind to LowPass cutoff — muffles audio when > 0
surfaceTypeIntDrive a SwitchNode to select different footstep sources
intensityFloatBlend between effect parameters for emotional scoring

Variables are set from gameplay code via the Audio Manager:

SetAudioGraphVariable(instanceId, "underwater", 0.8)
SetAudioGraphVariableBool(instanceId, "isSprinting", true)

Playing at Runtime

All Audio Event Graph playback goes through the Audio Manager.

Fire-and-Forget

For one-shot sounds with no runtime modification needed:

PlayAudioGraph("Assets/Audio/Explosion.audiograph")

Manual Control

For sounds that loop, need variable updates, or need explicit stopping:

  1. AcquireAudioGraph(assetPath) — get an instance ID
  2. SetAudioGraphLooping(id, true) — if it loops
  3. SetAudioGraphEntity(id, entityId) — for 3D tracking
  4. FireAudioGraph(id) — start playback
  5. SetAudioGraphVariable(id, name, value) — update variables any time
  6. StopAudioGraph(id) or FinishAudioGraph(id) — stop cleanly
  7. ReleaseAudioGraph(id) — return the instance to the pool

Quick Reference

TaskHow
Create a new graphFile > New in the Audio Event Graph Editor
Add a phase entry nodeDrag Start / Loop / Finish node from the palette
Add a sourceDrag Aud_SoundNode or Aud_AudioPoolNode
Chain a filterConnect source audio_out → filter audio_in
Wire to outputConnect final node’s audio_out → Aud_OutputNode audio_in
Bind a variable to a slotRight-click the slot > Convert to Reference
Play fire-and-forgetAudioManagerRequestBus::PlayAudioGraph(path)
Play with controlAcquireAudioGraphFireAudioGraphReleaseAudioGraph
Update a variableSetAudioGraphVariable(id, name, value)

Glossary

TermMeaning
Audio Event GraphA .audiograph file defining a sound event as a data-flow node graph
AudioRouteThe value type flowing between nodes — a handle to a point in the miniaudio processing chain
PhaseOne of three lifecycle stages (Start / Loop / Finish) gated by entry nodes
Graph InstanceAn independent runtime copy of a graph, pooled and managed by the Audio Manager
Dirty PropagationThe evaluation model — only nodes downstream of a changed variable re-run

For full definitions, see the Glossary.


See Also


Get GS_Audio

GS_Audio — Explore this gem on the product page and add it to your project.

3 - Mixing & Effects

How to work with GS_Play audio mixing — named buses, effects chains, and environmental audio influence.

The mixing system provides named audio buses with configurable effects chains. Each bus can have multiple audio filters applied for real-time audio processing. Audio Bus Influence Effects allow environmental zones to dynamically modify bus parameters based on the listener’s position.

For component properties and filter types, see the Framework API reference.

 

Contents


Available Filters

FilterWhat It Does
Low PassRemoves high frequencies. Simulates muffling (underwater, behind walls).
High PassRemoves low frequencies. Simulates thin/tinny audio (radio, phone).
Band PassPasses a frequency band. Isolates specific ranges.
NotchRemoves a narrow frequency band.
Peaking EQBoosts or cuts a frequency band.
Low ShelfBoosts or cuts frequencies below a threshold.
High ShelfBoosts or cuts frequencies above a threshold.
DelayAdds echo/delay effect.
ReverbAdds room/space reverb.

Environmental Audio Influence

Audio Bus Influence Effects allow spatial zones to modify bus effects dynamically. When the listener enters an influence zone (like a cave or tunnel), the zone’s effects are applied to the specified bus with priority-based stacking. Multiple overlapping zones resolve by priority.


Quick Reference

NeedBusMethod
Control mixer settingsGS_MixingRequestBusMixer control methods
Set master volumeAudioManagerRequestBusSetMixerVolume

Glossary

TermMeaning
Mixing BusA named audio channel that routes sound through an effects chain
Audio FilterA real-time audio processing effect applied to a mixing bus
Audio Bus Influence EffectA spatial zone that modifies bus effects based on listener position

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_Audio

GS_Audio — Explore this gem on the product page and add it to your project.

4 - Score Arrangement

How to work with GS_Play score arrangements — multi-layer dynamic music with configurable time signatures and layer control.

Score Arrangement Tracks are multi-layer music assets for dynamic, adaptive game music. Each arrangement defines a time signature, tempo, fade behavior, and a set of independently controllable Score Layers. This enables music that responds to gameplay — adding percussion during combat, muting melody during dialogue, or transitioning between intensity levels.

For asset structure and playback API, see the Framework API reference.

Score Arrangement asset in the O3DE Asset Editor

 

Contents


How It Works

A Score Arrangement Track is a data asset containing:

FieldWhat It Controls
Time SignatureMusical timing (4/4, 3/4, 6/8, etc.).
BPMTempo in beats per minute.
Fade ControlHow layers fade in and out.
Score LayersIndividual audio tracks that play simultaneously.

Each Score Layer is an independent audio stream within the arrangement. Layers can be enabled or disabled at runtime, creating dynamic music that evolves based on game state.


Supported Time Signatures

4/4, 4/2, 12/8, 2/2, 2/4, 6/8, 3/4, 3/2, 9/8


Glossary

TermMeaning
Score Arrangement TrackA multi-layer music data asset with time signature, tempo, and controllable layers
Score LayerAn individual audio stream within an arrangement that can be enabled or disabled at runtime
BPMBeats per minute — the tempo of the arrangement

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_Audio

GS_Audio — Explore this gem on the product page and add it to your project.

5 - Klatt Voice Synthesis

How to work with GS_Play Klatt voice synthesis — text-to-speech with 3D spatial audio, voice profiles, and inline parameter control.

GS_Play includes a built-in text-to-speech system based on Klatt formant synthesis. The KlattVoiceComponent converts text to speech in real time with configurable voice parameters. Voices are positioned in 3D space and attenuate with distance, making synthesized speech feel like it comes from the character speaking.

For component properties, voice parameter details, and the phoneme mapping system, see the Framework API reference.

Klatt Voice Profile asset in the O3DE Asset Editor

 

Contents


How It Works

  1. Configure a voice using a KlattVoiceProfile — set frequency, speed, waveform, formants, and pitch variance.
  2. Assign a KlattPhonemeMap — maps text characters to ARPABET phonemes for pronunciation.
  3. Speak text from ScriptCanvas or C++ — the system converts text to phonemes and synthesizes audio in real time.
  4. Position in 3D — the voice component uses KlattSpatialConfig for 3D audio positioning relative to the entity.

Voice Configuration

ParameterWhat It Controls
FrequencyBase voice pitch.
SpeedSpeech rate.
WaveformVoice quality — Saw, Triangle, Sin, Square, Pulse, Noise, Warble.
FormantsVocal tract resonance characteristics.
Pitch VarianceRandom pitch variation for natural-sounding speech.
DeclinationPitch drop over the course of a sentence.

KTT Tags

KTT (Klatt Text Tags) allow inline parameter changes within speech text for expressive delivery:

"Hello <speed=0.5>world</speed>, how are <pitch=1.2>you</pitch>?"

The KlattCommandParser processes these tags during speech synthesis, enabling mid-sentence changes to speed, pitch, and other voice parameters.

For the complete tag reference — all attributes, value ranges, and reset behavior — see the Framework API: KTT Voice Tags.


Phoneme Maps

Two base phoneme maps are available:

MapDescription
SoLoud_DefaultSimple default mapping.
CMU_FullFull CMU pronunciation dictionary mapping.

Custom phoneme overrides allow project-specific word pronunciations (character names, fantasy terms) without modifying the base map.


3D Spatial Audio

The KlattSpatialConfig controls how synthesized speech is positioned in 3D:

  • Voices attenuate with distance from the listener.
  • The KlattVoiceSystemComponent tracks the listener position and updates all active voices.
  • Multiple characters can speak simultaneously with correct spatial positioning.

Quick Reference

NeedBusMethod
Control a voiceKlattVoiceRequestBusVoice synthesis methods (entity-addressed)
System-level voice controlKlattVoiceSystemRequestBusListener tracking, engine management

Glossary

TermMeaning
Klatt SynthesisA formant-based speech synthesis method that generates voice from frequency parameters
KTT TagsInline text tags that modify voice parameters mid-sentence during synthesis
Phoneme MapA mapping from text characters to ARPABET phonemes for pronunciation
KlattSpatialConfigConfiguration for 3D audio positioning and distance attenuation of synthesized speech

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_Audio

GS_Audio — Explore this gem on the product page and add it to your project.