<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Audio on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/audio/</link><description>Recent content in Audio on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/audio/index.xml" rel="self" type="application/rss+xml"/><item><title>Audio Manager</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_manager/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_manager/</guid><description>&lt;p&gt;The Audio Manager is the master audio controller for every GS_Play project. It extends &lt;code&gt;GS_ManagerComponent&lt;/code&gt; and participates in the standard two-stage initialization managed by the &lt;a href="../../core/gs_managers/game_manager/"&gt;Game Manager&lt;/a&gt;. On startup it initializes the MiniAudio engine, creates the named mixing bus graph, loads audio event libraries, and coordinates score track playback.&lt;/p&gt;
&lt;p&gt;Like all GS_Play managers, the Audio Manager responds to standby mode automatically &amp;ndash; muting or pausing audio output when the game enters a blocking operation such as a stage change.&lt;/p&gt;</description></item><item><title>Audio Events</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_events/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_events/</guid><description>&lt;p&gt;Audio Events are the primary mechanism for playing sounds in GS_Play. A &lt;code&gt;GS_AudioEvent&lt;/code&gt; defines a single sound event with a pool of audio clips, selection rules (random or sequential), 2D/3D spatialization mode, concurrent playback limits, and repeat-hold behavior. Events are grouped into &lt;code&gt;AudioEventLibrary&lt;/code&gt; assets that the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; loads at startup or on demand.&lt;/p&gt;
&lt;p&gt;When an event is triggered, the system selects a clip from the pool according to the configured selection type, checks concurrent limits, and routes the output through the appropriate mixing bus.&lt;/p&gt;</description></item><item><title>Audio Manager</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_manager/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_manager/</guid><description>&lt;p&gt;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. Like all GS_Play managers, it extends the Manager base class and responds to the Game Manager lifecycle automatically.&lt;/p&gt;
&lt;p&gt;For component properties and API details, see the &lt;a href="../../../framework/audio/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/audio/AudioManager.png" alt="Audio Manager component in the O3DE Inspector"&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#what-it-manages"&gt;What It Manages&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#quick-reference"&gt;Quick Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="what-it-manages"&gt;What It Manages&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Responsibility&lt;/th&gt;
 &lt;th&gt;What It Does&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Engine lifecycle&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Initializes and shuts down the MiniAudio audio engine.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Mixing buses&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Creates and routes named audio buses with effects chains.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Event libraries&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Loads Audio Event Library assets at startup.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Score playback&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Manages Score Arrangement Track assets for dynamic music.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Master volume&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Controls global volume levels per bus.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="quick-reference"&gt;Quick Reference&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Need&lt;/th&gt;
 &lt;th&gt;Bus&lt;/th&gt;
 &lt;th&gt;Method&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Audio management requests&lt;/td&gt;
 &lt;td&gt;&lt;code&gt;AudioManagerRequestBus&lt;/code&gt;&lt;/td&gt;
 &lt;td&gt;PlayAudioEvent, StopAudioEvent, SetMixerVolume&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="glossary"&gt;Glossary&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Term&lt;/th&gt;
 &lt;th&gt;Meaning&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Audio Event Library&lt;/td&gt;
 &lt;td&gt;A data asset containing named audio event definitions loaded at startup&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Mixing Bus&lt;/td&gt;
 &lt;td&gt;A named audio channel with an effects chain for routing and processing sounds&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Score Arrangement&lt;/td&gt;
 &lt;td&gt;A multi-layer music asset managed by the Audio Manager for dynamic playback&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;For full definitions, see the &lt;a href="../../../get_started/glossary/"&gt;Glossary&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Audio Events</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_events/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_events/</guid><description>&lt;p&gt;Audio Events are the primary way to play sounds in GS_Play. Each event defines a pool of audio clips with selection rules, playback mode (2D or 3D), concurrent instance limiting, and repeat-hold behavior. Events are grouped into Audio Event Library assets that the Audio Manager loads at startup.&lt;/p&gt;
&lt;p&gt;For asset structure and component properties, see the &lt;a href="../../../framework/audio/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/audio/AudioEventLibrary.png" alt="Audio Event Library asset in the O3DE Asset Editor"&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#how-it-works"&gt;How It Works&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#event-configuration"&gt;Event Configuration&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#audio-event-component"&gt;GS_AudioEventComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#quick-reference"&gt;Quick Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="how-it-works"&gt;How It Works&lt;/h2&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Create&lt;/strong&gt; an Audio Event Library asset in the O3DE Asset Editor.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Define&lt;/strong&gt; audio events — each with a name, clip pool, and playback settings.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Load&lt;/strong&gt; the library by assigning it to the Audio Manager.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Play&lt;/strong&gt; events by name from ScriptCanvas or C++.&lt;/li&gt;
&lt;/ol&gt;
&lt;hr&gt;
&lt;h2 id="event-configuration"&gt;Event Configuration&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Setting&lt;/th&gt;
 &lt;th&gt;What It Controls&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Pool Selection&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;&lt;code&gt;Random&lt;/code&gt; — picks a random clip from the pool. &lt;code&gt;Increment&lt;/code&gt; — plays clips sequentially.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;2D / 3D&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;2D plays without spatialization. 3D positions the sound in the world.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Concurrent Limit&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Maximum instances of this event that can play simultaneously.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Repeat Hold&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Minimum time between repeated plays of the same event.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="audio-event-component"&gt;GS_AudioEventComponent&lt;/h2&gt;
&lt;p&gt;Place a &lt;code&gt;GS_AudioEventComponent&lt;/code&gt; on any entity that needs to play sounds. The component references events by name from loaded libraries and handles 3D positioning automatically based on the entity&amp;rsquo;s transform.&lt;/p&gt;</description></item><item><title>Mixing &amp; Effects</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/mixing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/mixing/</guid><description>&lt;p&gt;GS_Audio provides a named mixing bus system built on custom MiniAudio nodes. Each &lt;code&gt;GS_MixingBus&lt;/code&gt; is a node in the audio graph with its own volume level and an optional chain of audio filters. Buses are configured in the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; Inspector and can be controlled at runtime through the mixing request bus.&lt;/p&gt;
&lt;p&gt;The effects system includes 9 built-in filter types covering frequency shaping, equalization, delay, and reverb. Environmental influence effects allow game world volumes (rooms, weather zones) to push effects onto buses with priority-based stacking.&lt;/p&gt;</description></item><item><title>GS_Audio</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/</guid><description>&lt;p&gt;GS_Audio is the audio management gem for GS_Play. It provides event-based sound playback, 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.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extension patterns, see the &lt;a href="../../framework/audio/"&gt;GS_Audio API&lt;/a&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="quick-navigation"&gt;Quick Navigation&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;I want to…&lt;/th&gt;
 &lt;th&gt;Feature&lt;/th&gt;
 &lt;th&gt;API&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Manage the audio engine, load event libraries, or control master volume&lt;/td&gt;
 &lt;td&gt;&lt;a href="#audio-manager"&gt;Audio Manager&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/audio/audio_manager/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Play sounds with pooling, 3D spatialization, and concurrency control&lt;/td&gt;
 &lt;td&gt;&lt;a href="#audio-events"&gt;Audio Events&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/audio/audio_events/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Configure mixing buses with filters, EQ, and environmental influence effects&lt;/td&gt;
 &lt;td&gt;&lt;a href="#mixing-effects"&gt;Mixing &amp;amp; Effects&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/audio/mixing/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Layer music tracks dynamically based on gameplay state&lt;/td&gt;
 &lt;td&gt;&lt;a href="#score-arrangement"&gt;Score Arrangement&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/audio/score/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Generate text-to-speech with configurable voice parameters and 3D spatial audio&lt;/td&gt;
 &lt;td&gt;&lt;a href="#klatt-voice"&gt;Klatt Voice&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/audio/klatt_voice/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="installation"&gt;Installation&lt;/h2&gt;
&lt;p&gt;GS_Audio requires GS_Core and the MiniAudio gem. Add both to your project&amp;rsquo;s gem dependencies.&lt;/p&gt;</description></item><item><title>GS_Audio</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/</guid><description>&lt;p&gt;GS_Audio provides a complete audio solution for GS_Play projects. It includes an event-based sound playback system, multi-layer music scoring, named mixing buses with configurable effects chains, and a built-in Klatt formant voice synthesizer with 3D spatial audio. All features integrate with the GS_Play manager lifecycle and respond to standby mode automatically.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../the_basics/audio/"&gt;The Basics: GS_Audio&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#audio-management"&gt;Audio Management&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#audio-events"&gt;Audio Events&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#mixing"&gt;Mixing &amp;amp; Effects&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#score"&gt;Score Arrangement&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#klatt-voice"&gt;Klatt Voice Synthesis&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#dependencies"&gt;Dependencies&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#installation"&gt;Installation&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="audio-management"&gt;Audio Management&lt;/h2&gt;
&lt;p&gt;The Audio Manager singleton initializes the MiniAudio engine, manages mixing buses, loads audio event libraries, and coordinates score track playback. It extends GS_ManagerComponent and participates in the standard two-stage initialization.&lt;/p&gt;</description></item><item><title>Mixing &amp; Effects</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/mixing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/mixing/</guid><description>&lt;p&gt;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&amp;rsquo;s position.&lt;/p&gt;
&lt;p&gt;For component properties and filter types, see the &lt;a href="../../../framework/audio/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Audio is in Early Development. Full support planned soon: 2026.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#available-filters"&gt;Available Filters&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#environmental-influence"&gt;Environmental Audio Influence&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#quick-reference"&gt;Quick Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="available-filters"&gt;Available Filters&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Filter&lt;/th&gt;
 &lt;th&gt;What It Does&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Low Pass&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Removes high frequencies. Simulates muffling (underwater, behind walls).&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;High Pass&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Removes low frequencies. Simulates thin/tinny audio (radio, phone).&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Band Pass&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Passes a frequency band. Isolates specific ranges.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Notch&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Removes a narrow frequency band.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Peaking EQ&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Boosts or cuts a frequency band.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Low Shelf&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Boosts or cuts frequencies below a threshold.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;High Shelf&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Boosts or cuts frequencies above a threshold.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Delay&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Adds echo/delay effect.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Reverb&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Adds room/space reverb.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="environmental-influence"&gt;Environmental Audio Influence&lt;/h2&gt;
&lt;p&gt;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&amp;rsquo;s effects are applied to the specified bus with priority-based stacking. Multiple overlapping zones resolve by priority.&lt;/p&gt;</description></item><item><title>Score Arrangement</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/score/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/score/</guid><description>&lt;p&gt;The Score Arrangement system provides multi-layer dynamic music for GS_Play projects. A &lt;code&gt;ScoreArrangementTrack&lt;/code&gt; asset defines a musical score with configurable tempo, time signature, fade behavior, and multiple layers that can be enabled or disabled at runtime. This allows game music to adapt to gameplay state &amp;ndash; adding or removing instrumental layers, changing intensity, or crossfading between sections.&lt;/p&gt;
&lt;p&gt;Score tracks are loaded and controlled through the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; request bus.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/audio/score/"&gt;The Basics: GS_Audio&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Klatt Voice Synthesis</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/klatt_voice/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/klatt_voice/</guid><description>&lt;p&gt;The Klatt Voice Synthesis system provides custom text-to-speech for GS_Play projects using Klatt formant synthesis with full 3D spatial audio. It uses SoLoud internally for speech generation and MiniAudio for spatial positioning.&lt;/p&gt;
&lt;p&gt;The system has two layers:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;KlattVoiceSystemComponent&lt;/strong&gt; &amp;ndash; A singleton that manages the shared SoLoud engine instance and tracks the 3D audio listener position.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;KlattVoiceComponent&lt;/strong&gt; &amp;ndash; A per-entity component that generates speech, queues segments, applies voice profiles, and emits spatialized audio from the entity&amp;rsquo;s position.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Voice characteristics are defined through &lt;code&gt;KlattVoiceProfile&lt;/code&gt; assets containing frequency, speed, waveform, formant, and phoneme mapping configuration. Phoneme maps convert input text to ARPABET phonemes for the Klatt synthesizer, with support for custom pronunciation overrides.&lt;/p&gt;</description></item><item><title>Score Arrangement</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/score/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/score/</guid><description>&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;For asset structure and playback API, see the &lt;a href="../../../framework/audio/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/audio/ScoreArrangement.png" alt="Score Arrangement asset in the O3DE Asset Editor"&gt;&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Audio is in Early Development. Full support planned soon: 2026.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;</description></item><item><title>Klatt Voice Synthesis</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/klatt_voice/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/klatt_voice/</guid><description>&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;For component properties, voice parameter details, and the phoneme mapping system, see the &lt;a href="../../../framework/audio/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/audio/VoiceProfile.png" alt="Klatt Voice Profile asset in the O3DE Asset Editor"&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#how-it-works"&gt;How It Works&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#voice-configuration"&gt;Voice Configuration&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#ktt-tags"&gt;KTT Tags&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#phoneme-maps"&gt;Phoneme Maps&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#spatial-audio"&gt;3D Spatial Audio&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#quick-reference"&gt;Quick Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="how-it-works"&gt;How It Works&lt;/h2&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Configure&lt;/strong&gt; a voice using a KlattVoiceProfile — set frequency, speed, waveform, formants, and pitch variance.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Assign&lt;/strong&gt; a KlattPhonemeMap — maps text characters to ARPABET phonemes for pronunciation.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Speak&lt;/strong&gt; text from ScriptCanvas or C++ — the system converts text to phonemes and synthesizes audio in real time.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Position&lt;/strong&gt; in 3D — the voice component uses KlattSpatialConfig for 3D audio positioning relative to the entity.&lt;/li&gt;
&lt;/ol&gt;
&lt;hr&gt;
&lt;h2 id="voice-configuration"&gt;Voice Configuration&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Parameter&lt;/th&gt;
 &lt;th&gt;What It Controls&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Frequency&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Base voice pitch.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Speed&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Speech rate.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Waveform&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Voice quality — Saw, Triangle, Sin, Square, Pulse, Noise, Warble.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Formants&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Vocal tract resonance characteristics.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Pitch Variance&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Random pitch variation for natural-sounding speech.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Declination&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;Pitch drop over the course of a sentence.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="ktt-tags"&gt;KTT Tags&lt;/h2&gt;
&lt;p&gt;KTT (Klatt Text Tags) allow inline parameter changes within speech text for expressive delivery:&lt;/p&gt;</description></item><item><title>Third Party Implementations</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/3rd_party_impl/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/3rd_party_impl/</guid><description>&lt;p&gt;This section will contain integration guides for connecting third-party audio middleware and tools with the GS_Audio system.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/audio/"&gt;The Basics: GS_Audio&lt;/a&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="product-page"&gt;Get GS_Audio&lt;/h2&gt;
&lt;p&gt;&lt;a href="https://gsplay.genomestudios.ca/products/gs_audio/"&gt;GS_Audio&lt;/a&gt; — Explore this gem on the product page and add it to your project.&lt;/p&gt;</description></item></channel></rss>