<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Architecture on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/architecture/</link><description>Recent content in Architecture on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/architecture/index.xml" rel="self" type="application/rss+xml"/><item><title>Audio Signal Model</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/signal_chain/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/signal_chain/</guid><description>&lt;p&gt;This page is the model every other audio page assumes. It describes how sound is put together in GS_Play — what processes audio, what merely computes numbers, the order stages run in, and the words used for each part.&lt;/p&gt;
&lt;p&gt;Read it before the feature pages. Several parts of the audio API look arbitrary until you know the model, and one of them (spatialization) is deliberately &lt;em&gt;not&lt;/em&gt; where most engines put it.&lt;/p&gt;</description></item></channel></rss>