GS_Audio
Not yet publishedComing soon See what it does
A complete free tier, and a premium tier for authoring, music, speech and real acoustics
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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.
Start free, and add the premium half when your project wants it.
Coming soon See what it does
The premium half of the audio system – visual sound authoring, adaptive music, generated speech and geometry-driven acoustics.
In development See what it does