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On the recordRead 9 Oct 202623 facts
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