GS_Audio
Categories:
GS_Audio provides a complete audio solution for GS_Play projects. It includes a visual node-based audio event authoring 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 Event Graph
- Mixing & Effects
- Score Arrangement
- Klatt Voice Synthesis
- Dependencies
- Installation
- See Also
Audio Management
The Audio Manager singleton initializes the MiniAudio engine, manages mixing buses, 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 Event Graph
A visual node-based editor for authoring complex sound events. Build audio processing chains with sources, filters, effects, and conditional routing — all evaluated as a data-flow graph at runtime using the gs_graphcanvas framework.
| Feature | Purpose |
|---|---|
| Audio Event Graph | Visual sound event editor — sources, filters, effects, routing, and phase lifecycle. |
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.
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.