EVERYTHING XIAOMI
Get listed

GameSynth Runtime

GameSynth Runtime is Tsugi’s procedural audio middleware for generating game sounds in real time.

Place
#23 of 23
Score
5.4
GameSynth Runtime's website

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

Alternatives to GameSynth Runtime

All alternatives
  1. 1Unity Version Control logo

    Unity Version Control

    Free planWebAPILinuxmacOS
    8.1Free plan
  2. 2

    Audiokinetic Wwise

    Free planAndroidiOSLinuxmacOS
    7.4$8,000, paid once
  3. 3Amplitude Audio SDK logo

    Amplitude Audio SDK

    Free planAndroidiOSLinuxmacOS
    6.8Free plan
  4. 4Elias logo

    Elias

    AndroidiOSmacOSWindows
    6.8€5,850, paid once
  5. 5

    irrKlang

    Free planLinuxmacOSWindows
    6.8€65, paid once
  6. 6

    psai

    Free planAndroidiOSAPILinux
    6.8Free plan