GS_Audio
Categories:
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
- Audio Events
- Mixing & Effects
- Score Arrangement
- Klatt Voice Synthesis
- Dependencies
- Installation
- See Also
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.
| Component | Purpose |
|---|---|
| Audio Manager | Master audio controller – engine lifecycle, bus routing, event library loading, score management. |
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 / Asset | Purpose |
|---|---|
| GS_AudioEvent | Single event definition – clip pool, selection type, 2D/3D mode. |
| AudioEventLibrary | Asset containing a collection of audio events. |
| GS_AudioEventComponent | Per-entity audio event playback with 3D positioning. |
Mixing & Effects
Named audio buses with configurable effects chains and environmental influence. Includes 9 built-in audio filter types.
| Component / Type | Purpose |
|---|---|
| GS_MixingBus | Custom MiniAudio node for mixing and effects processing. |
| BusEffectsPair | Maps a bus name to an effects chain. |
| AudioBusInfluenceEffects | Environmental effects with priority stacking. |
Score Arrangement
Multi-layer music scoring with configurable time signatures, tempo, and layer control.
| Asset | Purpose |
|---|---|
| ScoreArrangementTrack | Multi-layer music asset – time signature, BPM, fade, layers. |
| ScoreLayer | Individual track within a score arrangement. |
Klatt Voice Synthesis
Built-in text-to-speech using Klatt formant synthesis with 3D spatial audio.
| Component | Purpose |
|---|---|
| KlattVoiceSystemComponent | Shared SoLoud engine management, 3D listener tracking. |
| KlattVoiceComponent | Per-entity voice with spatial audio, phoneme mapping, segment queue. |
Dependencies
- GS_Core (required)
- MiniAudio (third-party audio library)
- SoLoud (embedded, for voice synthesis)
Installation
- Enable the GS_Audio gem in your project configuration.
- Ensure GS_Core and MiniAudio are also enabled.
- Create an Audio Manager prefab and add it to the Game Manager’s Startup Managers list.
- Create Audio Event Library assets for your sound effects.
- Add
GS_AudioEventComponentto entities that need to play sounds.
See Also
For conceptual overviews and usage guides:
For related resources:
Get GS_Audio
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