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GameSynth Runtime

Tsugi G.K.'s contact page lists its address as Yoneyama 3-5-8, Chuo-ku, 950–0916 Niigata, Japan.

On the record

API
The API supports C and C++ and allows customization of memory allocation and file I/O.tsugi-studio.com · read 9 Oct 2026
Authoring
The GameSynth authoring tool provides editors for procedural audio models, visual patching to create models, and a sketch pad.tsugi-studio.com · read 9 Oct 2026
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.tsugi-studio.com · read 9 Oct 2026
Company
Tsugi says it was founded by Nicolas Fournel in 2011.tsugi-studio.com · read 4 Oct 2026
Engine integration
The runtime can also be used with a target platform’s native library or an engine’s audio subsystem.tsugi-studio.com · read 4 Oct 2026
Intended users
Tsugi describes its procedural audio solutions for game development, movies, animation, audio post-production, product design, and embedded devices.tsugi-studio.com · read 9 Oct 2026
Interactive audio
The runtime responds to game inputs through patch meta-parameters and can send synthesis events back to the game.tsugi-studio.com · read 9 Oct 2026
Interactive control
The runtime responds to game inputs through patch meta-parameters and can send synthesis events back to the game.tsugi-studio.com · read 4 Oct 2026
Maker
Tsugi says it was founded by Nicolas Fournel in 2011.tsugi-studio.com · read 9 Oct 2026
Memory
The page says that saving patch parameters instead of audio data gives a much lower memory footprint.tsugi-studio.com · read 4 Oct 2026
Middleware
The runtime can work independently or with middleware and can pass real-time audio buffers to Wwise, FMOD, or ADX2 voices.tsugi-studio.com · read 4 Oct 2026
Middleware integrations
Runtime audio buffers can be passed to Wwise, FMOD, or ADX2 voices, and the runtime can respond to real-time parameter controls.tsugi-studio.com · read 9 Oct 2026
Performance controls
The runtime is optimized for each platform target and lets users limit audio objects such as grains and modes at patch level.tsugi-studio.com · read 9 Oct 2026
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.tsugi-studio.com · read 9 Oct 2026
Preview tool
GSBViewer previews binary models exported by GameSynth Runtime, with controls for sounds and meta-parameters and runtime API log output.tsugi-studio.com · read 9 Oct 2026
Product
GameSynth Runtime is procedural audio middleware that generates sound effects in real time from patches designed in GameSynth and real-time game inputs.tsugi-studio.com · read 9 Oct 2026
Purpose
GameSynth Runtime generates game sounds in real time from patches designed in the GameSynth tool and input parameters from a game.tsugi-studio.com · read 4 Oct 2026
Scalability
The runtime is optimized for each platform target and lets users limit audio objects up to the patch level.tsugi-studio.com · read 4 Oct 2026

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