<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Impulse on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/impulse/</link><description>Recent content in Impulse on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/impulse/index.xml" rel="self" type="application/rss+xml"/><item><title>Camera Noise Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_noise_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_noise_configurations/</guid><description>&lt;p&gt;Camera shake comes in two flavors, both as &lt;strong&gt;Noise&lt;/strong&gt; additives on a Phantom Camera&amp;rsquo;s stage list: &lt;code&gt;PerlinNoise&lt;/code&gt; for continuous handheld sway and &lt;code&gt;ImpulseNoise&lt;/code&gt; for event-triggered ADSR-gated bursts. Both consume the same &lt;code&gt;.camnoiseprofile&lt;/code&gt; asset and the same six-axis Perlin layer model; they stack freely.&lt;/p&gt;
&lt;p&gt;For the concept, the preset library, and how to trigger impulses from gameplay code, see &lt;a href="../../../../the_basics/phantomcam/phantom_cameras/noise/"&gt;The Basics: Noise &amp;amp; Impulse&lt;/a&gt;. For the underlying asset format, see &lt;a href="../../../../framework/phantomcam/phantom_cameras/noise_profiles/"&gt;Noise Profiles (Framework API)&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Noise &amp; Impulse</title><link>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/phantom_cameras/noise/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/phantom_cameras/noise/</guid><description>&lt;p&gt;Camera shake comes in two flavors, both as &lt;strong&gt;Noise&lt;/strong&gt; additives on a Phantom Camera&amp;rsquo;s stage list:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;PerlinNoise&lt;/code&gt;&lt;/strong&gt; — continuous Perlin-noise displacement. Use for handheld feel, idle sway, low-frequency wobble. Always sampling.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;ImpulseNoise&lt;/code&gt;&lt;/strong&gt; — event-triggered burst, gated by an ADSR envelope. Use for explosions, foot-stomps, gun kicks. Stays silent until you fire it.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Both consume the same &lt;code&gt;.camnoiseprofile&lt;/code&gt; asset and the same six-axis Perlin layer model. Stack freely on the same cam — a baseline handheld profile plus an event-triggered impact profile is the canonical combination.&lt;/p&gt;</description></item></channel></rss>