GameSynth Runtime
GameSynth Runtime is Tsugi’s procedural audio middleware for generating game sounds in real time.
What GameSynth Runtime is
GameSynth Runtime is Tsugi’s procedural audio middleware for generating game sounds in real time. It uses patches created in the GameSynth authoring tool and parameters supplied by a game. Random parameter ranges can create many variations from one patch, while storing patch parameters instead of audio data gives a lower memory footprint. Games can control synthesis through patch meta-parameters, and the runtime can send synthesis events back. The C and C++ API supports customization such as memory allocation and file I/O. Runtime audio can work independently, connect through a platform library or engine audio subsystem, or pass buffers to Wwise, FMOD, or ADX2 voices. Platform-specific optimization can limit audio objects at patch level. GSBViewer previews exported models, adjusts meta-parameters, and shows API logs without code. Unity and Unreal are supported, with game consoles and embedded devices listed as runtime platforms. The runtime is not publicly available; companies can contact Tsugi for project-specific versions.
Good
- Generates varied sounds from one patch
- Lower memory use through parameter storage
- C and C++ API customization
- Integrates with Wwise, FMOD, and ADX2
- GSBViewer works without code
Watch out
- Not publicly available
- Pricing is on request
- Requires GameSynth-created patches
- Runtime targets include consoles and embedded devices
Who it suits
It is intended for teams creating interactive procedural audio for games and other production contexts listed by Tsugi. Developers using Unity, Unreal, consoles, or embedded devices may find its integrations relevant.
Verdict
GameSynth Runtime provides programmable procedural sound generation with multiple integration paths and memory controls. Availability is project-specific, so interested companies must contact Tsugi.
The facts
Each one read from GameSynth Runtime's own pages, with the date it was checked.
What it does
- API
- The API supports C and C++ and allows customization of memory allocation and file I/O.checked 9 Oct 2001
- Authoring
- The GameSynth authoring tool provides editors for procedural audio models, visual patching to create models, and a sketch pad.checked 9 Oct 2001
- Availability
- The maker's FAQ says GameSynth Runtime is not publicly available and that companies can contact Tsugi about project-specific versions through its R&D services.checked 9 Oct 2001
- Engine integration
- The runtime can also be used with a target platform’s native library or an engine’s audio subsystem.checked 4 Oct 2001
- Intended users
- Tsugi describes its procedural audio solutions for game development, movies, animation, audio post-production, product design, and embedded devices.checked 9 Oct 2001
- Interactive audio
- The runtime responds to game inputs through patch meta-parameters and can send synthesis events back to the game.checked 9 Oct 2001
- Interactive control
- The runtime responds to game inputs through patch meta-parameters and can send synthesis events back to the game.checked 4 Oct 2001
- Memory
- The page says that saving patch parameters instead of audio data gives a much lower memory footprint.checked 4 Oct 2001
- Middleware
- The runtime can work independently or with middleware and can pass real-time audio buffers to Wwise, FMOD, or ADX2 voices.checked 4 Oct 2001
- Middleware integrations
- Runtime audio buffers can be passed to Wwise, FMOD, or ADX2 voices, and the runtime can respond to real-time parameter controls.checked 9 Oct 2001
- Performance controls
- The runtime is optimized for each platform target and lets users limit audio objects such as grains and modes at patch level.checked 9 Oct 2001
- Preview tool
- GSBViewer previews binary models exported by GameSynth Runtime, with controls for sounds and meta-parameters and runtime API log output.checked 9 Oct 2001
- Product
- GameSynth Runtime is procedural audio middleware that generates sound effects in real time from patches designed in GameSynth and real-time game inputs.checked 9 Oct 2001
- Purpose
- GameSynth Runtime generates game sounds in real time from patches designed in the GameSynth tool and input parameters from a game.checked 4 Oct 2001
- Scalability
- The runtime is optimized for each platform target and lets users limit audio objects up to the patch level.checked 4 Oct 2001
- Sound variation
- Random parameter ranges can generate many sound variations from a single patch.checked 4 Oct 2001
- Sound variations
- Random parameter ranges let one patch generate many sound variations, while saving patch parameters instead of audio data reduces memory use.checked 9 Oct 2001
- Standalone use
- The authoring tool can also create wave files as a conventional standalone sound design tool.checked 9 Oct 2001
The company
- Company
- Tsugi says it was founded by Nicolas Fournel in 2011.checked 4 Oct 2001
- Founded
- 2011checked 28 Sep 2001
- Headquarters
- Tsugi G.K.'s contact page lists its address as Yoneyama 3-5-8, Chuo-ku, 950–0916 Niigata, Japan.checked 4 Oct 2001
- Maker
- Tsugi says it was founded by Nicolas Fournel in 2011.checked 9 Oct 2001
Where it runs
- Platform integration
- The runtime can run independently, with audio middleware, through a target platform's native library, or through a game engine's audio subsystem.checked 9 Oct 2001
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