Audio Signal Model
How GS audio is put together — the two-plane architecture, the roles of miniaudio, SoLoud and Steam Audio, the canonical signal chain, and the vocabulary the rest of the audio docs use.
How GS audio is put together — the two-plane architecture, the roles of miniaudio, SoLoud and Steam Audio, the canonical signal chain, and the vocabulary the rest of the audio docs use.
The base audio controller — engine lifecycle, project settings, the authoritative listener, mixing channels, event libraries, and the accessors GS_AudioPro builds on.
The .aev event library and the polymorphic audio event types — file pools, procedural noise, and sfxr chiptones — with shared pooling, concurrency, spatial tracking and extension hooks.
How to set up the GS_Play Audio Manager — engine startup, volume channels, event libraries, the listener, and running it without a Game Manager.
The MixEffectComponent and all 22 mix effect types — named effect chains, order-independent wiring, local and global routing, and the runtime control surface.
Visual graph editor for authoring complex sound events with filters, effects, routing, and phase lifecycle.
How to author and fire audio events — event libraries, clip pools, procedural noise and chiptones, distance falloff, and concurrency.
The .sfxrprofile asset — procedural chiptone sound effects as first-class assets, with sfxr.me import and randomized profile pools.
Named volume channels built on custom miniaudio nodes, environmental influence with priority stacking, and the component-authored mix effect layer.
How to make procedural sound effects — design a sound in the browser, paste it into a profile asset, and pool profiles for variation.
Sound for GS_Play — audio events, mixing and effects, spatial audio, and the premium Audio Pro tier with visual graph authoring, music scoring and voice synthesis.
The GS audio framework — event-based playback, mixing and the full DSP effect palette, HRTF spatialization, and the premium Audio Pro tier adding visual graph authoring, geometric acoustics, scoring and voice synthesis.
How to author complex sound events visually using the Audio Event Graph editor — nodes, phase lifecycle, variables, and runtime control.
How to work with GS_Play audio mixing — volume channels, named effect chains, all 22 effects, and environmental influence zones.
Multi-layer musical score system for dynamic music – tempo, time signatures, fade control, and layer selection.
HRTF binaural spatialization and distance attenuation in the base gem — how a 3D sound is placed, the distance curve, HRTF interpolation modes, and the limits worth knowing.
How sounds get placed in the world — setting the listener, splitting it for third-person, distance falloff, and what the free tier does and does not do.
GS_AudioPro — the premium audio gem. Visual graph authoring, procedural scoring, Klatt voice synthesis and geometric acoustics, layered onto everything the free gem already does.
Occlusion and reflections derived from world geometry — acoustic volumes and shapes, 15 material presets, listener-centric reverb, and an honest account of what is and is not simulated.
How to make sounds get blocked by walls and pick up the reverb of the room they are in — acoustic volumes, materials, occlusion and reflections.
Custom text-to-speech via Klatt formant synthesis with 3D spatial audio, phoneme mapping, and voice profiling.
How to work with GS_Play score arrangements — multi-layer dynamic music with configurable time signatures and layer control.
How to work with GS_Play Klatt voice synthesis — text-to-speech with 3D spatial audio, voice profiles, and inline parameter control.
GS_AudioPro — the premium audio gem. Visual sound authoring, adaptive music, generated speech and real acoustics, added on top of everything the free gem does.
Integration guides for third-party audio systems with GS_Audio.