GS_Audio

Sound that brings your world to life.

GS_Audio is the free audio system — events, mixing, the full effect palette and spatial audio. GS_AudioPro adds the premium half: visual sound authoring, adaptive music, generated speech and geometry-driven acoustics.

Complete Audio Systems

A complete free tier, and a premium tier for authoring, music, speech and real acoustics

Audio Events — free

Fire sounds by name. Variation, distance falloff, concurrency limits and entity tracking are configured on the event, so the call site is always just a name. Events play recorded clips, procedural noise, or chiptones generated from parameters.

  • Event Libraries — Named events in a loadable asset
  • Pools — Random selection per fire, so a footstep never repeats identically
  • Procedural Sources — Noise and SFXR chiptones with no audio files at all
  • Spatial Audio — HRTF placement and distance falloff, applied automatically
Explore Audio Events

Mixing & Effects — free

Named volume channels for grouping sound types, and 22 DSP effects authored as chains on components. The whole effect palette is in the free tier — filters, EQ, delay, reverb, and character effects like chorus, flanger and bit-crushing.

  • Volume Channels — Music, SFX, voice and ambience, driven by your options menu
  • 22 Effects — Filters, EQ, time and space, character, utility
  • Named Routing — Chains resolve by name, in any activation order
  • Influence Zones — Walk into a cave and everything gains reverb
Explore Mixing

Audio Pro — premium

Author a sound as a visual node graph instead of a component chain. Add adaptive music that brings layers in and out with game state, and generated character speech that needs no recordings.

  • Audio Event Graph — Sources, filters, effects and routing on a canvas
  • Phase Lifecycle — Start, loop and finish, with live variables
  • Adaptive Music — Multi-layer scores that follow the game
  • Klatt Voice — Hundreds of distinct voices, no recording sessions
Explore Audio Pro

Real Acoustics — premium

Sound blocked by the geometry between it and the player, and reverb derived from the room they are actually standing in. Mark up a level with acoustic volumes and materials — a curtain muffles, concrete rings, carpet swallows.

  • Occlusion — Sound genuinely obstructed, with soft edges around doorways
  • Geometric Reverb — The room computed, not dialled in by hand
  • 15 Materials — Hard, absorptive and soft barriers that pass sound through
  • Shape-Driven — Tag geometry you have already blocked out
Explore Real Acoustics

Technical Specifications

Components

Two gems, one system

GS_Audio: Audio Manager, mix effect chains, event libraries, spatial audio

GS_AudioPro: Pro Audio Manager, graph player, voice components, acoustic geometry

Free tier: The engine, events, mixing and spatialization

Premium tier: Authoring, music, speech and geometric acoustics

Dependencies

GS_Audio: GS_Core, MiniAudio gem

GS_AudioPro: GS_Audio

Vendored: Steam Audio for spatialization, SoLoud behind the DSP layer

Subscribing to a module installs its GS dependencies with it.

EBus Interfaces

Free: Playback, listener, volume, mixing and mix effect routing

Premium: Audio graphs, per-entity graph players, scores, voices

Extension: Options apply targets, and an acoustic geometry bus that takes raw vertices

Pro buses are separate, so free-tier code is unaffected by them.

Data Assets

Free: Event libraries, SFXR sound profiles

Premium: Audio graphs and graph libraries, score arrangements, voice profiles and phoneme maps

Included: 27 ready-made SFXR profiles ship with the free gem

From Atmosphere to Character

A Complete Free Tier

The free gem is not a demo. It carries the audio engine, event playback with pooling and concurrency, all 22 DSP effects, and HRTF spatial audio with distance falloff. You can ship a game on it.

Author However You Like

The same processors, two ways to reach them. Free authors effect chains on components and routes them by name. Premium puts them on a visual canvas with phases and live variables. The split is workflow, not audio quality.

Rooms That Sound Like Rooms

Premium computes acoustics from your level. Sound is occluded by what is between it and the player, and reverb comes from the space they are standing in — with materials that let a curtain muffle where concrete rings.

Make Your Game Sound Alive

Start free, and add the premium half when your project wants it.

GS_AudioPro

Not yet published

The premium half of the audio system – visual sound authoring, adaptive music, generated speech and geometry-driven acoustics.

In development See what it does

Get GS_Play Read Documentation Explore Other Gems