<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Steam Audio on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/steam-audio/</link><description>Recent content in Steam Audio on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/steam-audio/index.xml" rel="self" type="application/rss+xml"/><item><title>Spatialization</title><link>https://gsplay.genomestudios.ca/docs/framework/audio/spatialization/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/audio/spatialization/</guid><description>&lt;p&gt;&lt;strong&gt;Base — ships in GS_Audio.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Spatialization is what makes a sound feel like it is coming from somewhere. In GS_Audio it is powered by Steam Audio and it is &lt;strong&gt;automatic&lt;/strong&gt;: place a source in the world and it is spatialized, with no per-sound setup and nothing to wire into an effects chain.&lt;/p&gt;
&lt;p&gt;This page covers what the base gem does. Occlusion and geometry-driven reflections — sound genuinely blocked and reverberated by world geometry — are &lt;a href="../#audio-pro"&gt;Audio Pro&lt;/a&gt; features.&lt;/p&gt;</description></item></channel></rss>