<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Score on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/score/</link><description>Recent content in Score on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/score/index.xml" rel="self" type="application/rss+xml"/><item><title>Score Arrangement</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/score/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/score/</guid><description>&lt;p&gt;The Score Arrangement system provides multi-layer dynamic music for GS_Play projects. A &lt;code&gt;ScoreArrangementTrack&lt;/code&gt; asset defines a musical score with configurable tempo, time signature, fade behavior, and multiple layers that can be enabled or disabled at runtime. This allows game music to adapt to gameplay state &amp;ndash; adding or removing instrumental layers, changing intensity, or crossfading between sections.&lt;/p&gt;
&lt;p&gt;Score tracks are loaded and controlled through the &lt;a href="../audio_manager/"&gt;Audio Manager&lt;/a&gt; request bus.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/audio/score/"&gt;The Basics: GS_Audio&lt;/a&gt;.&lt;/p&gt;</description></item></channel></rss>