<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Procedural on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/procedural/</link><description>Recent content in Procedural on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/procedural/index.xml" rel="self" type="application/rss+xml"/><item><title>SFXR Profiles</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/sfxr_profiles/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/sfxr_profiles/</guid><description>&lt;p&gt;&lt;strong&gt;Base — ships in GS_Audio.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;code&gt;.sfxrprofile&lt;/code&gt; assets are procedural sound effects built on the DrPetter sfxr model — the classic generator behind coin pickups, laser shots, jumps and explosions. Each profile is a complete sound described entirely by parameters, so it takes no audio files and no disk space worth measuring.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/audio/sfxr_profiles/"&gt;The Basics: GS_Audio&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="#model"&gt;The Model&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#import"&gt;Importing from sfxr.me&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#pools"&gt;Profile Pools&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#shipped"&gt;Shipped Profiles&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="model"&gt;The Model&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;One &lt;code&gt;.sfxrprofile&lt;/code&gt; is one sound&lt;/strong&gt;, stored as an explicit parameter set.&lt;/p&gt;</description></item></channel></rss>