<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Audio on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/audio/</link><description>Recent content in Audio on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/audio/index.xml" rel="self" type="application/rss+xml"/><item><title>Audio Events</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/audio_events/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/audio_events/</guid><description>&lt;p&gt;Audio Events are the primary mechanism for playing sounds in GS_Play. A &lt;code&gt;GS_AudioEvent&lt;/code&gt; defines a single sound event with a pool of audio clips, selection rules (random or sequential), 2D/3D spatialization mode, concurrent playback limits, and repeat-hold behavior. Events are grouped into &lt;code&gt;AudioEventLibrary&lt;/code&gt; assets that the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; loads at startup or on demand.&lt;/p&gt;
&lt;p&gt;When an event is triggered, the system selects a clip from the pool according to the configured selection type, checks concurrent limits, and routes the output through the appropriate mixing bus.&lt;/p&gt;</description></item><item><title>Mixing &amp; Effects</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/mixing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/mixing/</guid><description>&lt;p&gt;GS_Audio provides a named mixing bus system built on custom MiniAudio nodes. Each &lt;code&gt;GS_MixingBus&lt;/code&gt; is a node in the audio graph with its own volume level and an optional chain of audio filters. Buses are configured in the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; Inspector and can be controlled at runtime through the mixing request bus.&lt;/p&gt;
&lt;p&gt;The effects system includes 9 built-in filter types covering frequency shaping, equalization, delay, and reverb. Environmental influence effects allow game world volumes (rooms, weather zones) to push effects onto buses with priority-based stacking.&lt;/p&gt;</description></item><item><title>Score Arrangement</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/score/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/score/</guid><description>&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;
&lt;p&gt;Score tracks are loaded and controlled through the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; request bus.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/audio/score/"&gt;The Basics: GS_Audio&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Klatt Voice Synthesis</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/klatt_voice/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/klatt_voice/</guid><description>&lt;p&gt;The Klatt Voice Synthesis system provides custom text-to-speech for GS_Play projects using Klatt formant synthesis with full 3D spatial audio. It uses SoLoud internally for speech generation and MiniAudio for spatial positioning.&lt;/p&gt;
&lt;p&gt;The system has two layers:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;KlattVoiceSystemComponent&lt;/strong&gt; &amp;ndash; A singleton that manages the shared SoLoud engine instance and tracks the 3D audio listener position.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;KlattVoiceComponent&lt;/strong&gt; &amp;ndash; A per-entity component that generates speech, queues segments, applies voice profiles, and emits spatialized audio from the entity&amp;rsquo;s position.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Voice characteristics are defined through &lt;code&gt;KlattVoiceProfile&lt;/code&gt; assets containing frequency, speed, waveform, formant, and phoneme mapping configuration. Phoneme maps convert input text to ARPABET phonemes for the Klatt synthesizer, with support for custom pronunciation overrides.&lt;/p&gt;</description></item></channel></rss>