GS_Audio

Audio management, event-based sound playback, multi-layer music scoring, mixing buses with effects, and Klatt formant voice synthesis with 3D spatial audio.

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.

For usage guides and setup examples, see The Basics: GS_Audio.

 

Contents


Audio Management

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.

ComponentPurpose
Audio ManagerMaster audio controller – engine lifecycle, bus routing, event library loading, score management.

Audio Manager API


Audio Events

Event-based sound playback. Events define clip pools with selection rules, spatialization mode, concurrent limits, and repeat-hold behavior. Events are grouped into library assets.

Component / AssetPurpose
GS_AudioEventSingle event definition – clip pool, selection type, 2D/3D mode.
AudioEventLibraryAsset containing a collection of audio events.
GS_AudioEventComponentPer-entity audio event playback with 3D positioning.

Audio Events API


Mixing & Effects

Named audio buses with configurable effects chains and environmental influence. Includes 9 built-in audio filter types.

Component / TypePurpose
GS_MixingBusCustom MiniAudio node for mixing and effects processing.
BusEffectsPairMaps a bus name to an effects chain.
AudioBusInfluenceEffectsEnvironmental effects with priority stacking.

Mixing & Effects API


Score Arrangement

Multi-layer music scoring with configurable time signatures, tempo, and layer control.

AssetPurpose
ScoreArrangementTrackMulti-layer music asset – time signature, BPM, fade, layers.
ScoreLayerIndividual track within a score arrangement.

Score Arrangement API


Klatt Voice Synthesis

Built-in text-to-speech using Klatt formant synthesis with 3D spatial audio.

ComponentPurpose
KlattVoiceSystemComponentShared SoLoud engine management, 3D listener tracking.
KlattVoiceComponentPer-entity voice with spatial audio, phoneme mapping, segment queue.

Klatt Voice API


Dependencies

  • GS_Core (required)
  • MiniAudio (third-party audio library)
  • SoLoud (embedded, for voice synthesis)

Installation

  1. Enable the GS_Audio gem in your project configuration.
  2. Ensure GS_Core and MiniAudio are also enabled.
  3. Create an Audio Manager prefab and add it to the Game Manager’s Startup Managers list.
  4. Create Audio Event Library assets for your sound effects.
  5. Add GS_AudioEventComponent to entities that need to play sounds.

See Also

For conceptual overviews and usage guides:

For related resources:


Get GS_Audio

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