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# Impulse
Cinemachine Impulse generates and manages camera shake in response to game events. For example, you can use Impulse to make a Cinemachine Virtual Camera shake when one GameObject collides with another, or when something in your Scene explodes.
Impulse has three parts:
- **[Raw vibration signal](CinemachineImpulseRawSignal.md):** a vibration curve in up to 6 dimensions: X, Y, Z, pitch, roll, yaw.
- **[Impulse Source](CinemachineImpulseSourceOverview.md):** a component that emits the raw vibration signal from a point in Scene space, and defines signal characteristics such as duration, intensity, and range.
- **[Impulse Listener](CinemachineImpulseListener.md):** a Cinemachine extension that allows a Virtual Camera to “hear” an impulse, and react to it by shaking.
Its useful to think about this in terms of individual “impulses.” An impulse is a single occurrence of an Impulse Source emitting a raw vibration signal. Collisions and events in your Scenes _trigger_ impulses, Impulse Sources _generate_ impulses, and Impulse Listeners _react_ to impulses.
## Getting started with Impulse
To set up and use Impulse in a Scene, do the following:
- Add **[Cinemachine Impulse Source](CinemachineImpulseSource.md)** or **[Cinemachine Collision Impulse Source](CinemachineCollisionImpulseSource.md)** components to one or more GameObjects that you want to trigger camera shake.
- Connect Raw Signals to the Impulse Sources. These can be **[6D Noise Profiles](CinemachineImpulseNoiseProfiles.md)**, **[3D Fixed Signals](CinemachineImpulseFixedSignals.md)**, or custom signal types that you create yourself.
- Add a **[Cinemachine Impulse Listener](CinemachineImpulseListener.md)** extension to one or more Cinemachine virtual cameras so they can detect and react to impulses.