Audio Change Log

GS_Audio version changelog.

Logs


Audio 0.6.0

Audio Event Graph

  • Visual node-based editor for authoring complex sound events using the gs_graphcanvas framework (DataFlowGraph topology).
  • Entry nodes (Start/Loop/Finish) for phase-gated audio lifecycle.
  • Source nodes: Aud_SoundNode, Aud_AudioPoolNode — single and pooled audio playback with volume, pitch, delay, looping, and 3D spatialization.
  • Filter nodes: LowPass, HighPass, BandPass, Notch, PeakingEQ, LowShelf, HighShelf — miniaudio filter processing.
  • Effect nodes: Aud_EchoNode, Aud_DelayNode.
  • Routing via gs_graphcanvas built-in IfNode and SwitchNode for conditional audio paths.
  • Aud_OutputNode terminal wiring to mixing bus.
  • Variable-driven sound control — runtime variable API for filter parameters, routing, and source selection.
  • AudioGraphTemplateCache — graph instance pooling and caching per asset path.
  • AudioSoundPoolma_sound pooling with claim/release pattern, configurable pad and trim thresholds.
  • AudioFilterPool — filter node pooling by type.
  • Phase lifecycle management (Start/Loop/Finish) with TransitionToPhase().
  • Runtime API: PlayAudioGraph, AcquireAudioGraph, FireAudioGraph, StopAudioGraph, FinishAudioGraph, SetAudioGraphVariable*, SetAudioGraphLooping, SetAudioGraphEntity, SetAudioGraphPosition, StopAudioGraphFade.
  • 3D spatialization per-instance via AudioGraphSpatialMode (None, Position, Entity).

Audio 0.5.0

First official base release of GS_Audio.

Audio Manager

  • GS_AudioManagerComponent — audio engine lifecycle management, event library loading
  • AudioManagerRequestBus / AudioManagerNotificationBus
  • Master volume control and engine-level audio settings

Audio Events

  • AudioEventLibrary asset — pools of named audio events
  • GS_AudioEvent — pool selection, concurrent instance limiting, and 3D spatialization
  • AudioManagerRequestBus playback interface

Mixing & Effects

  • GS_MixingBus — mixing bus component with configurable effects chain
  • Filters, EQ, and environmental influence effects per bus

Score Arrangement

  • ScoreArrangementTrack — multi-layer music system
  • ScoreLayer — individual music layers toggled by gameplay state
  • TimeSignatures enum for bar-aligned transitions

Klatt Voice Synthesis

  • KlattVoiceSystemComponent — shared SoLoud engine, 3D listener management
  • KlattVoiceComponent — per-entity text-to-speech with phoneme mapping and segment queue
  • KlattVoiceRequestBus / KlattVoiceNotificationBus / KlattVoiceSystemRequestBus
  • Full 3D spatial voice audio with configurable voice parameters