Audio Manager

How to work with the GS_Play Audio Manager — engine initialization, bus routing, and master control.

The Audio Manager is the singleton controller for the entire audio system. It initializes the MiniAudio engine, manages mixing buses, loads audio event libraries, and coordinates score track playback. Like all GS_Play managers, it extends the Manager base class and responds to the Game Manager lifecycle automatically.

For component properties and API details, see the Framework API reference.

Audio Manager component in the O3DE Inspector

 

Contents


What It Manages

ResponsibilityWhat It Does
Engine lifecycleInitializes and shuts down the MiniAudio audio engine.
Mixing busesCreates and routes named audio buses with effects chains.
Event librariesLoads Audio Event Library assets at startup.
Score playbackManages Score Arrangement Track assets for dynamic music.
Master volumeControls global volume levels per bus.

Quick Reference

NeedBusMethod
Audio management requestsAudioManagerRequestBusPlayAudioEvent, StopAudioEvent, SetMixerVolume

Glossary

TermMeaning
Audio Event LibraryA data asset containing named audio event definitions loaded at startup
Mixing BusA named audio channel with an effects chain for routing and processing sounds
Score ArrangementA multi-layer music asset managed by the Audio Manager for dynamic playback

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.