Audio Pro

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.

GS_AudioPro is the premium audio gem. It requires GS_Audio and extends it — every base feature keeps working exactly as documented, and Pro adds four capabilities of its own.

Added by ProWhat it gives you
Audio Event GraphAuthor a sound as a visual node graph instead of a component chain.
Score ArrangementMulti-layer adaptive music that responds to game state.
Klatt Voice SynthesisGenerated speech — hundreds of distinct voices, no recordings.
Geometric AcousticsOcclusion and reverb derived from real world geometry.

 

Contents


How Pro Attaches to the Base Gem

GS_ProAudioManagerComponent subclasses the base Audio Manager, which in turn subclasses GS_ManagerComponent. It declares itself incompatible with the base manager, so the two cannot coexist on one entity — a project runs one or the other.

Pro never reaches into the base gem’s internals. It fetches primitives across the accessor seam — the engine, the node graph, the output endpoint, volume channels, the shared Steam Audio context — and attaches its own nodes to them.

Two accessors run the other way, and they are the whole enrichment mechanism:

  • Pro registers its spatial simulator, and the base gem’s per-voice spatializer starts consuming occlusion values from it.
  • Pro exposes a reverb send, and base voices tap into it to feed geometry-driven reverb.

Both are null in a base-only install. The interface they are typed against is declared in the base gem and implemented in Pro — base defines the socket, Pro supplies the plug, and nothing breaks when the plug is absent.

Configuration follows the same shape. The base project settings stay where they are; Pro adds its geometry settings additively on the Pro manager. The base gem never reflects Pro’s knobs.


Enabling Audio Pro

  1. Enable the GS_AudioPro gem alongside GS_Audio.
  2. Put the Pro Audio Manager component on your manager prefab in place of the base one.
  3. Assign your graph libraries and score tracks on that component.

Everything the base manager configures — volume channels, event libraries, project settings — is authored on the Pro component too, since it inherits them. Pro’s geometry settings appear alongside them.

A project runs one manager or the other; the two cannot coexist on an entity.


Bus Map

BusGemCarries
AudioManagerRequestBusBaseListener, event libraries, PlayEvent*, volume, mixing, mix effect routing
AudioGraphRequestBusProEverything to do with .audiograph documents
AudioGraphPlayerRequestBusProPer-entity graph playback, addressed by entity
AudioScoreRequestBusProEverything to do with score arrangements
KlattVoiceSystemRequestBus / KlattVoiceRequestBusProVoice synthesis, system-wide and per-entity

In ScriptCanvas, Pro’s nodes sit under the GS_Play/GS_AudioPro category, with each bus grouped under its own feature name. Base nodes remain under GS_Play/GS_Audio.


Features

Audio Event Graph

Build a sound as a node graph — sources, filters, effects and conditional routing on a canvas, with a Start / Loop / Finish phase lifecycle and runtime variables that reshape the sound while it plays. The same DSP processors the base gem exposes as mix effects appear here as nodes.

Audio Event Graph

Score Arrangement

Multi-layer music assets. An arrangement defines time signature, tempo and fade behaviour and holds layers that can be brought in and out independently, so the score follows game state instead of looping past it.

Score Arrangement

Klatt Voice Synthesis

Formant text-to-speech with 3D spatial audio. It generates voice from parameters rather than playing recordings, so a project can give hundreds of characters distinct voices with no audio assets and no recording sessions.

Klatt Voice

Geometric Acoustics

Sound occluded by the geometry between it and the listener, and reverb derived from the room the listener is actually standing in — driven by authored acoustic volumes and O3DE shapes with material presets.

Geometric Acoustics


See Also

For the base gem this builds on:

For conceptual overviews and usage guides:


Get GS_Audio

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