<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Audio Pro on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/audio-pro/</link><description>Recent content in Audio Pro on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/audio-pro/index.xml" rel="self" type="application/rss+xml"/><item><title>Audio Event Graph</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/audio_event_graph/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/audio_event_graph/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See &lt;a href="../../#what-lives-where"&gt;what lives where&lt;/a&gt;.

&lt;/div&gt;

&lt;p&gt;The Audio Event Graph is an FMOD-style visual editor for authoring complex sound events. Each &lt;code&gt;.audiograph&lt;/code&gt; file defines one sound event as a node graph — sources, filters, effects, and routing all connected visually. At runtime, the graph maps directly to a miniaudio processing pipeline.&lt;/p&gt;</description></item><item><title>Audio Event Graph</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/audio_event_graph/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/audio_event_graph/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See the &lt;a href="../../"&gt;audio overview&lt;/a&gt; for the tier map.

&lt;/div&gt;

&lt;p&gt;The Audio Event Graph is a visual node-based editor for authoring complex sound events. Instead of a single clip pool, you connect sources, filters, effects, and routing nodes into a graph that evaluates as a data-flow pipeline. Each &lt;code&gt;.audiograph&lt;/code&gt; file is one sound event. At runtime, the graph maps directly to a live audio processing chain.&lt;/p&gt;</description></item><item><title>Score Arrangement</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/score/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/score/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See &lt;a href="../../#what-lives-where"&gt;what lives where&lt;/a&gt;.

&lt;/div&gt;

&lt;p&gt;The Score Arrangement system provides multi-layer dynamic music for GS_Play projects. A &lt;code&gt;ScoreArrangementTrack&lt;/code&gt; asset defines a musical score with configurable tempo, time signature, fade behavior, and multiple layers that can be enabled or disabled at runtime. This allows game music to adapt to gameplay state &amp;ndash; adding or removing instrumental layers, changing intensity, or crossfading between sections.&lt;/p&gt;</description></item><item><title>Audio Pro</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/</guid><description>&lt;p&gt;&lt;strong&gt;GS_AudioPro is the premium audio gem.&lt;/strong&gt; It requires &lt;a href="../"&gt;GS_Audio&lt;/a&gt; and extends it — every base feature keeps working exactly as documented, and Pro adds four capabilities of its own.&lt;/p&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Added by Pro&lt;/th&gt;
					&lt;th&gt;What it gives you&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./audio_event_graph/"&gt;Audio Event Graph&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Author a sound as a visual node graph instead of a component chain.&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./score/"&gt;Score Arrangement&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Multi-layer adaptive music that responds to game state.&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./klatt_voice/"&gt;Klatt Voice Synthesis&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Generated speech — hundreds of distinct voices, no recordings.&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./geometric_acoustics/"&gt;Geometric Acoustics&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Occlusion and reverb derived from real world geometry.&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;


&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;The split is authoring and acoustics, not audio quality&lt;/h4&gt;

 Pro does &lt;strong&gt;not&lt;/strong&gt; unlock a better signal path. The free gem already carries all 22 DSP effects and the same HRTF spatialization. What Pro adds is a visual canvas to author with, music and speech generation, and acoustics computed from your level&amp;rsquo;s geometry.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;</description></item><item><title>Geometric Acoustics</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/geometric_acoustics/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/geometric_acoustics/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See &lt;a href="../../#what-lives-where"&gt;what lives where&lt;/a&gt;.

&lt;/div&gt;

&lt;p&gt;The base gem places sounds by direction and distance. Geometric acoustics adds the &lt;strong&gt;room&lt;/strong&gt;: sound muffled by the geometry between it and the listener, and reverb derived from the space the listener is actually standing in rather than an effect an author dialled in.&lt;/p&gt;</description></item><item><title>Geometric Acoustics</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/geometric_acoustics/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/geometric_acoustics/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See the &lt;a href="../../"&gt;audio overview&lt;/a&gt; for the tier map.

&lt;/div&gt;

&lt;p&gt;The free gem places sounds by direction and distance — a sound behind a wall is quieter because it is further away, not because the wall is there.&lt;/p&gt;
&lt;p&gt;Geometric acoustics makes the wall matter. Mark up your level and sounds get &lt;strong&gt;occluded&lt;/strong&gt; by what is between them and the player, and pick up &lt;strong&gt;reverb from the room the player is actually standing in&lt;/strong&gt;.&lt;/p&gt;</description></item><item><title>Klatt Voice Synthesis</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/klatt_voice/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_pro/klatt_voice/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See &lt;a href="../../#what-lives-where"&gt;what lives where&lt;/a&gt;.

&lt;/div&gt;

&lt;p&gt;The Klatt Voice Synthesis system provides custom text-to-speech using Klatt formant synthesis with full 3D spatial audio. Speech is generated by SoLoud and relayed into the miniaudio graph through a custom node, so it travels the same signal chain as every other sound &amp;ndash; see the &lt;a href="../../signal_chain/"&gt;Audio Signal Model&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Score Arrangement</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/score/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/score/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See the &lt;a href="../../"&gt;audio overview&lt;/a&gt; for the tier map.

&lt;/div&gt;

&lt;p&gt;Score Arrangement Tracks are multi-layer music assets for dynamic, adaptive game music. Each arrangement defines a time signature, tempo, fade behavior, and a set of independently controllable Score Layers. This enables music that responds to gameplay — adding percussion during combat, muting melody during dialogue, or transitioning between intensity levels.&lt;/p&gt;</description></item><item><title>Klatt Voice Synthesis</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/klatt_voice/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/klatt_voice/</guid><description>&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;GS_AudioPro - premium tier&lt;/h4&gt;

 This feature ships in &lt;strong&gt;GS_AudioPro&lt;/strong&gt;, the premium audio gem. It requires the free &lt;strong&gt;GS_Audio&lt;/strong&gt; gem and extends it. See the &lt;a href="../../"&gt;audio overview&lt;/a&gt; for the tier map.

&lt;/div&gt;

&lt;p&gt;GS_Play includes a built-in text-to-speech system based on Klatt formant synthesis. The KlattVoiceComponent converts text to speech in real time with configurable voice parameters. Voices are positioned in 3D space and attenuate with distance, making synthesized speech feel like it comes from the character speaking.&lt;/p&gt;</description></item><item><title>Audio Pro</title><link>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/audio/audio_pro/</guid><description>&lt;p&gt;&lt;strong&gt;GS_AudioPro is the premium audio gem.&lt;/strong&gt; It sits on top of &lt;a href="../"&gt;GS_Audio&lt;/a&gt; — everything in the free gem keeps working exactly as it did, and Pro adds four things of its own.&lt;/p&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Added by Pro&lt;/th&gt;
					&lt;th&gt;What it gives you&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./audio_event_graph/"&gt;Audio Event Graph&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Build a sound on a canvas instead of a component list.&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./score/"&gt;Score Arrangement&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Music that adds and drops layers as the game changes.&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./klatt_voice/"&gt;Klatt Voice&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Generated character speech with no recordings.&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;&lt;a href="./geometric_acoustics/"&gt;Geometric Acoustics&lt;/a&gt;&lt;/td&gt;
					&lt;td&gt;Sounds actually blocked by walls, and reverb from the real room.&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;


&lt;div class="alert alert-info" role="alert"&gt;
&lt;h4 class="alert-heading"&gt;Pro is not better-sounding audio&lt;/h4&gt;

 The free gem already has all 22 effects and the same spatial audio. Pro gives you a &lt;strong&gt;visual way to author sounds&lt;/strong&gt;, plus music, speech, and acoustics computed from your level geometry. If what you need is good-sounding positioned audio, the free gem does that.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;</description></item></channel></rss>