<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Effects on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/effects/</link><description>Recent content in Effects on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/effects/index.xml" rel="self" type="application/rss+xml"/><item><title>Mixing &amp; Effects</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/mixing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/mixing/</guid><description>&lt;p&gt;GS_Audio provides a named mixing bus system built on custom MiniAudio nodes. Each &lt;code&gt;GS_MixingBus&lt;/code&gt; is a node in the audio graph with its own volume level and an optional chain of audio filters. Buses are configured in the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; Inspector and can be controlled at runtime through the mixing request bus.&lt;/p&gt;
&lt;p&gt;The effects system includes 9 built-in filter types covering frequency shaping, equalization, delay, and reverb. Environmental influence effects allow game world volumes (rooms, weather zones) to push effects onto buses with priority-based stacking.&lt;/p&gt;</description></item><item><title>Dialogue Data Structure</title><link>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/dialogue_data_structure/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/dialogue_data_structure/</guid><description>&lt;p&gt;All dialogue content lives in a &lt;code&gt;.dialoguedb&lt;/code&gt; asset file. This page documents the complete data model: the database container, sequences, actor definitions, every node type, the polymorphic condition and effect hierarchies, and the localization pipeline. It also provides an extension guide for registering custom conditions and effects from external gems.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../../the_basics/cinematics/"&gt;The Basics: GS_Cinematics&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/DialogueDatabase.png" alt="Dialogue Database asset in the O3DE Editor"&gt;
&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/DialogueSelectionNode.png" alt="Dialogue Selection Node in the Dialogue Editor"&gt;
&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/PerformanceNode.png" alt="Performance Node in the Dialogue Editor"&gt;
&lt;img src="https://gsplay.genomestudios.ca/images/cinematics/DialogueEffectsNode-Condition.png" alt="Dialogue Effects Node with Condition in the Dialogue Editor"&gt;&lt;/p&gt;</description></item><item><title>Dialogue System</title><link>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/</guid><description>&lt;p&gt;The Dialogue System is the runtime engine inside GS_Cinematics that drives all authored narrative experiences. It connects a persistent &lt;code&gt;.dialoguedb&lt;/code&gt; asset to a node-graph sequencer, world-space and screen-space UI display, and an extensible set of polymorphic conditions, effects, and performances. Every piece is a standalone component communicating through EBus interfaces, so you can replace or extend any layer without modifying the gem itself.&lt;/p&gt;
&lt;p&gt;The system is managed by the &lt;code&gt;GS_DialogueManagerComponent&lt;/code&gt;, which participates in the standard &lt;a href="../../core/gs_managers/game_manager/#startup-sequence"&gt;Game Manager startup sequence&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Effects</title><link>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/effects/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/effects/</guid><description>&lt;p&gt;Effects are synchronous actions executed from &lt;code&gt;EffectsNodeData&lt;/code&gt; nodes within a dialogue sequence. When the &lt;a href="../dialogue_sequencer/"&gt;Dialogue Sequencer&lt;/a&gt; encounters an Effects node, it calls &lt;code&gt;DoEffect()&lt;/code&gt; on each &lt;code&gt;DialogueEffect&lt;/code&gt; in the node&amp;rsquo;s list in order, then immediately advances to the next node.&lt;/p&gt;
&lt;p&gt;All effects are polymorphic — extending the base class automatically populates the effects list in the dialogue editor at startup.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../../the_basics/cinematics/"&gt;The Basics: GS_Cinematics&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#dialogue-effect"&gt;DialogueEffect (Abstract Base)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#set-records-effect"&gt;SetRecords_DialogueEffect&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#toggle-entities-effect"&gt;ToggleEntitiesActive_DialogueEffect&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#effect-type-reference"&gt;Complete Effect Type Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#custom-effect"&gt;Creating a Custom Effect&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="dialogue-effect"&gt;DialogueEffect (Abstract Base)&lt;/h2&gt;
&lt;p&gt;The base class for all dialogue effects. Effects execute synchronously and can be reversed for rollback scenarios.&lt;/p&gt;</description></item></channel></rss>