Audio Signal Model
How GS audio is put together — the two-plane architecture, the roles of miniaudio, SoLoud and Steam Audio, the canonical signal chain, and the vocabulary the rest of the audio docs use.
How GS audio is put together — the two-plane architecture, the roles of miniaudio, SoLoud and Steam Audio, the canonical signal chain, and the vocabulary the rest of the audio docs use.
The .aev event library and the polymorphic audio event types — file pools, procedural noise, and sfxr chiptones — with shared pooling, concurrency, spatial tracking and extension hooks.
The MixEffectComponent and all 22 mix effect types — named effect chains, order-independent wiring, local and global routing, and the runtime control surface.
Visual graph editor for authoring complex sound events with filters, effects, routing, and phase lifecycle.
The .sfxrprofile asset — procedural chiptone sound effects as first-class assets, with sfxr.me import and randomized profile pools.
Named volume channels built on custom miniaudio nodes, environmental influence with priority stacking, and the component-authored mix effect layer.
Multi-layer musical score system for dynamic music – tempo, time signatures, fade control, and layer selection.
HRTF binaural spatialization and distance attenuation in the base gem — how a 3D sound is placed, the distance curve, HRTF interpolation modes, and the limits worth knowing.
GS_AudioPro — the premium audio gem. Visual graph authoring, procedural scoring, Klatt voice synthesis and geometric acoustics, layered onto everything the free gem already does.
Occlusion and reflections derived from world geometry — acoustic volumes and shapes, 15 material presets, listener-centric reverb, and an honest account of what is and is not simulated.
Custom text-to-speech via Klatt formant synthesis with 3D spatial audio, phoneme mapping, and voice profiling.