GS_Audio

Sound for GS_Play — audio events, mixing and effects, spatial audio, and the premium Audio Pro tier with visual graph authoring, music scoring and voice synthesis.

GS_Audio is the audio system for GS_Play. It plays sounds, mixes them, and places them in the world — and it comes in two gems.

GemTierWhat you get
GS_AudioFreeThe audio engine, audio events with pooling and spatial playback, mixing channels, the full effect palette, and HRTF spatial audio with distance falloff.
GS_AudioProPremiumEverything above, plus the visual Audio Event Graph, procedural music scoring, Klatt voice synthesis, and geometry-driven occlusion and reverb.

The dividing line is how you author, not how good the audio is. The free gem carries the complete effect palette and the same spatial audio Pro uses. Pro adds a visual canvas to build sounds on, plus music, speech and real acoustics.

Each feature below is tagged Base or Pro so you can tell which gem it needs.

For architecture details, component properties, and extension patterns, see the GS_Audio API.


Start Here

If you are new to the audio system, read the Audio Signal Model first. It is short, and it explains how a sound travels from its source to your speakers — which stages exist, what order they run in, and what the words source, spatialization and volume channel mean here.

Two things from it save the most time:

  • Spatialization is a property of the sound, not an effect you add. Position a source and it is spatialized. There is no spatializer to drop into a chain.
  • Reverb and real geometric reflections are alternatives, not layers. Use one or the other, never both, or the sound double-reverbs.

Quick Navigation

I want to…TierFeatureAPI
Manage the audio engine, set the listener, or control master volumeBaseAudio ManagerAPI
Play sounds by name, with variation, distance falloff and concurrency limitsBaseAudio EventsAPI
Make procedural sound effects with no audio filesBaseSFXR ProfilesAPI
Configure mixing channels with filters, EQ, and environmental effectsBaseMixing & EffectsAPI
Position sounds in the world and set where the player hears fromBaseSpatial AudioAPI
Author sound events visually with filters, effects, routing and phasesProAudio Event GraphAPI
Layer music tracks dynamically based on gameplay stateProScore ArrangementAPI
Generate speech with configurable voice parameters and 3D audioProKlatt VoiceAPI
Have walls actually block sound, and get reverb from the real roomProGeometric AcousticsAPI

Installation

GS_Audio requires GS_Core and the MiniAudio gem. Add all three to your project’s gem dependencies.

Quick Installation Summary

  1. Enable the GS_Audio gem in your project configuration.
  2. Create an Audio Manager prefab and add it to the Game Manager’s Managers list.

No Game Manager in your project? Add the Audio Manager to your level and tick Headless on it. It will start itself, and you get the audio system with no dependency on the GS_Play startup sequence — useful when audio is the only GS feature you want.

Adding the premium tier

Enable GS_AudioPro alongside GS_Audio and use the Pro Audio Manager component on your manager prefab instead of the base one. Everything else is authored on that component exactly as before.


Audio Manager

Base. The Audio Manager is the singleton controller for the whole audio system. It initializes the engine, owns the mixing channels, loads your audio event libraries, and carries the listener.

The listener is worth knowing about early: there is no separate listener component. The manager holds it and you point it at an entity. You can also split it — proximity following your character while facing follows your camera — which is the recommended setup for third-person games.

Audio Manager API


Audio Events

Base. A named sound your game can fire. Author events in a library asset, assign the library to the Audio Manager, then play sounds by name from script, C++ or a trigger.

Variation, distance falloff, concurrency caps and entity tracking are all configured on the event — the call site is always just a name. Events can play recorded clips, procedural noise, or chiptones, and clip pools mean a footstep never repeats identically.

Audio Events API


SFXR Profiles

Base. Sound effects made entirely of numbers — coins, lasers, jumps, blips — with no recording and no audio files. Design one in the browser, paste it into an asset, and pool a few mutations so the sound varies.

27 profiles ship with the gem, so a new project has working effects immediately.

SFXR Profiles API


Mixing & Effects

Base. Named mixing channels, each with its own volume and an optional chain of effects — filters, EQ, shelving, delay, reverb, and character effects like chorus, flanger and bit-crushing.

Environmental influence lets a world volume push effects onto a channel while the listener is inside it: walk into a cave, everything gains reverb; walk out and it lifts. Influences stack by priority and are keyed to the entity that applied them.

Mixing & Effects API


Spatial Audio

Base. Positioned sounds are placed in the world automatically — direction, distance falloff, and HRTF processing so a sound feels like it comes from somewhere. There is nothing to add to a sound to make it happen.

The one thing you configure is the listener. In third person you split it: distance measured from your character, direction from your camera.

Spatial Audio API


Audio Pro

Pro. The four features below all ship in GS_AudioPro. Start at the Audio Pro overview for what the premium tier adds, how it attaches to the free gem, and where each feature’s bus lives.

Audio Pro Overview API


Audio Event Graph

Pro. A visual node editor for authoring complex sound events. Build a sound as a graph — sources, filters, effects and conditional routing, connected on a canvas — with a Start / Loop / Finish phase lifecycle and runtime variables that let gameplay reshape the sound while it plays.

This is the premium tier’s headline authoring feature. The free tier reaches the same processors through named effect chains on components.

Audio Event Graph API


Score Arrangement

Pro. 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 music adds a drum line as combat starts and drops it when it ends.

Score Arrangement API


Klatt Voice Synthesis

Pro. Text-to-speech built on Klatt formant synthesis. 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. Supports 3D spatial audio and inline tags that change pitch, speed or waveform partway through a line.

Klatt Voice API


See Also

For the full API, component properties, and C++ extension guide:

For step-by-step project setup:


Get GS_Audio

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


Audio Pro

GS_AudioPro — the premium audio gem. Visual sound authoring, adaptive music, generated speech and real acoustics, added on top of everything the free gem does.