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
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
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
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
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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