GameSynth Runtime
tsugi-studio.com
Spec sheet
- Purpose
- GameSynth Runtime generates game sounds in real time from patches designed in the GameSynth tool and input parameters from a game.Read 4 Oct 2026 · tsugi-studio.com
- Product
- GameSynth Runtime is procedural audio middleware that generates sound effects in real time from patches designed in GameSynth and real-time game inputs.Read 9 Oct 2026 · tsugi-studio.com
- Intended users
- Tsugi describes its procedural audio solutions for game development, movies, animation, audio post-production, product design, and embedded devices.Read 9 Oct 2026 · tsugi-studio.com
- API
- The API supports C and C++ and allows customization of memory allocation and file I/O.Read 9 Oct 2026 · tsugi-studio.com
- Headquarters
- Tsugi G.K.'s contact page lists its address as Yoneyama 3-5-8, Chuo-ku, 950–0916 Niigata, Japan.Read 4 Oct 2026 · tsugi-studio.com
- Founded
- 2011Read 28 Sep 2026 · tsugi-studio.com
- Company
- Tsugi says it was founded by Nicolas Fournel in 2011.Read 4 Oct 2026 · tsugi-studio.com
- Maker
- Tsugi says it was founded by Nicolas Fournel in 2011.Read 9 Oct 2026 · tsugi-studio.com
- Authoring
- The GameSynth authoring tool provides editors for procedural audio models, visual patching to create models, and a sketch pad.Read 9 Oct 2026 · tsugi-studio.com
- 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.Read 9 Oct 2026 · tsugi-studio.com
- Engine integration
- The runtime can also be used with a target platform’s native library or an engine’s audio subsystem.Read 4 Oct 2026 · tsugi-studio.com
- Interactive audio
- The runtime responds to game inputs through patch meta-parameters and can send synthesis events back to the game.Read 9 Oct 2026 · tsugi-studio.com
- Interactive control
- The runtime responds to game inputs through patch meta-parameters and can send synthesis events back to the game.Read 4 Oct 2026 · tsugi-studio.com
- Memory
- The page says that saving patch parameters instead of audio data gives a much lower memory footprint.Read 4 Oct 2026 · tsugi-studio.com
- Middleware
- The runtime can work independently or with middleware and can pass real-time audio buffers to Wwise, FMOD, or ADX2 voices.Read 4 Oct 2026 · tsugi-studio.com
- Middleware integrations
- Runtime audio buffers can be passed to Wwise, FMOD, or ADX2 voices, and the runtime can respond to real-time parameter controls.Read 9 Oct 2026 · tsugi-studio.com
- Performance controls
- The runtime is optimized for each platform target and lets users limit audio objects such as grains and modes at patch level.Read 9 Oct 2026 · tsugi-studio.com
- 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.Read 9 Oct 2026 · tsugi-studio.com
- Preview tool
- GSBViewer previews binary models exported by GameSynth Runtime, with controls for sounds and meta-parameters and runtime API log output.Read 9 Oct 2026 · tsugi-studio.com
- Scalability
- The runtime is optimized for each platform target and lets users limit audio objects up to the patch level.Read 4 Oct 2026 · tsugi-studio.com
- Sound variation
- Random parameter ranges can generate many sound variations from a single patch.Read 4 Oct 2026 · tsugi-studio.com
- Sound variations
- Random parameter ranges let one patch generate many sound variations, while saving patch parameters instead of audio data reduces memory use.Read 9 Oct 2026 · tsugi-studio.com
- Standalone use
- The authoring tool can also create wave files as a conventional standalone sound design tool.Read 9 Oct 2026 · tsugi-studio.com
Where Specifiction places it
- Game Audio Middleware#21 of 247.3