GS_Audio

Sound that brings your world to life.

From spatial audio to procedural voices — audio event libraries, mixing systems, score arrangement, and Klatt voice synthesis for character speech.

Complete Audio Systems

From music and SFX to procedural character voices

Audio Event Libraries

Organize and trigger audio events with structured libraries. Spatial 3D audio positioning. Play one-shots, looping sounds, or complex layered audio. Integration with O3DE's audio system.

  • Event Libraries — Organized collections of audio events
  • Spatial Audio — 3D positional sound with attenuation
  • Trigger System — EBus-based audio playback control
  • Asset Integration — Works with O3DE's audio assets
Explore Audio Events

Mixing Buses

Dynamic audio mixing with bus routing. Control volume, pitch, and effects per bus. Master/music/SFX/voice separation. Runtime mixing changes for adaptive audio that responds to gameplay.

  • Bus Architecture — Master, music, SFX, dialogue buses
  • Runtime Control — Adjust volumes and parameters dynamically
  • Effect Routing — Per-bus audio processing
  • Ducking Support — Automatic volume reduction for priority audio
Explore Mixing

Score Arrangement Playback

Layered music system for dynamic soundtracks. Arrange stems that play together or transition based on game state. Build adaptive music that responds to player actions and game events.

  • Stem Layering — Multiple audio layers that blend together
  • State-Based Playback — Music changes with game context
  • Smooth Transitions — Crossfade between arrangements
  • Loop Management — Seamless looping with beat sync
Explore Score System

Klatt Voice Synthesis

Procedural character voices without recording actors. Klatt formant synthesis generates speech from phoneme data. Perfect for dialogue typewriter effects, alien languages, or games with massive amounts of barks.

  • Phoneme Mapping — Text-to-phoneme conversion
  • Formant Synthesis — Klatt synthesizer for voice generation
  • Character Voices — Configurable voice parameters per character
  • Dialogue Integration — Works with GS_Cinematics typewriter
Explore Voice Synthesis

Technical Specifications

Components

Audio engine integration

Events: Audio event libraries, spatial positioning

Mixing: Bus management, runtime mixing control

Music: Score arrangement playback, stem layering

Voice: Klatt synthesizer, phoneme mapping, babble component

Dependencies

Required: GS_Core Audio: O3DE AudioSystem

Built on O3DE’s native audio system.

EBus Interfaces

Audio Control: Event triggering, bus management

Voice Synthesis: Klatt control, phoneme playback

Score Control: Arrangement transitions, stem mixing

Data Assets

Event Libraries: Organized audio event collections

Voice Profiles: Character voice parameters

Score Arrangements: Layered music stem configurations

From Atmosphere to Character

Spatial Audio

3D positional sound with proper attenuation. Trigger audio events from gameplay. Layer sounds for rich atmospheres. The foundation for immersive game audio.

Adaptive Music

Score arrangements that respond to gameplay. Layer stems for dynamic intensity. Transition smoothly between combat and exploration. Music that feels connected to the game.

Procedural Voices

Generate character speech without recording. Klatt synthesis for unique alien or robotic voices. Perfect for dialogue-heavy games or procedural content. Sound design without the voice actor budget.

Make Your Game Sound Alive

From spatial audio to procedural voices — GS_Audio gives you the tools to craft immersive soundscapes.

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