<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Mixing on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/mixing/</link><description>Recent content in Mixing on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/mixing/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></channel></rss>