Audio Events

How to work with GS_Play audio events — data-driven sound playback with pooling, spatialization, and concurrency control.

Audio Events are the primary way to play sounds in GS_Play. Each event defines a pool of audio clips with selection rules, playback mode (2D or 3D), concurrent instance limiting, and repeat-hold behavior. Events are grouped into Audio Event Library assets that the Audio Manager loads at startup.

For asset structure and component properties, see the Framework API reference.

Audio Event Library asset in the O3DE Asset Editor

 

Contents


How It Works

  1. Create an Audio Event Library asset in the O3DE Asset Editor.
  2. Define audio events — each with a name, clip pool, and playback settings.
  3. Load the library by assigning it to the Audio Manager.
  4. Play events by name from ScriptCanvas or C++.

Event Configuration

SettingWhat It Controls
Pool SelectionRandom — picks a random clip from the pool. Increment — plays clips sequentially.
2D / 3D2D plays without spatialization. 3D positions the sound in the world.
Concurrent LimitMaximum instances of this event that can play simultaneously.
Repeat HoldMinimum time between repeated plays of the same event.

GS_AudioEventComponent

Place a GS_AudioEventComponent on any entity that needs to play sounds. The component references events by name from loaded libraries and handles 3D positioning automatically based on the entity’s transform.


Quick Reference

NeedBusMethod
Play a sound eventAudioManagerRequestBusPlayAudioEvent(eventName)
Stop a sound eventAudioManagerRequestBusStopAudioEvent(eventName)

Glossary

TermMeaning
Audio EventA named, data-driven sound definition with clip pool, playback mode, and concurrency settings
Audio Event LibraryA data asset grouping multiple audio events for batch loading
Pool SelectionThe strategy for choosing clips — Random or Increment
Concurrent LimitMaximum simultaneous instances of the same event

For full definitions, see the Glossary.


See Also

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

For related systems:


Get GS_Audio

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