sda4: commit the Glaze developer hard-drive dump
Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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#
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###################################################################
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# FootFall component
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###################################################################
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#
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[macro]
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FootFallTopAcceleration=10
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FootFallTopAngularSpeed=0.6
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#
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###################################################################
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# Mech Foot Fall Internal Audio Script
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=FootFallInt01
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position=FrontDirectPatchPosition
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priority=0
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mix_presence=4
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volume_mix_level=FootFallVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=True
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=0.5
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name=FootFallComponent
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#------------------------------------------------------------------
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#
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# amplitude mixer -> amplitude
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#
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[AudioControlMixer]
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audio_component=FootFallComponent
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first_input_control_ID=100
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last_input_control_ID=101
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output_control_ID=VolumeAudioControlID
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name=FootFallAmplitudeMixer
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#
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# filter mixer -> filter
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#
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[AudioControlMixer]
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audio_component=FootFallComponent
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first_input_control_ID=100
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last_input_control_ID=101
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output_control_ID=BrightnessAudioControlID
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name=FootFallFilterMixer
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#
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# control splitter
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#
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[AudioControlSplitter]
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audio_component=FootFallAmplitudeMixer
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audio_component=FootFallFilterMixer
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name=FootFallSplitter
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#
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# smoother1 -> splitter
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#
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[AudioControlSmoother]
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audio_component=FootFallSplitter
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number_of_samples=Sample2Sec
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control_ID=100
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name=FootFallSmoother1
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#
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# linear acceleration -> smoother1
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalAcceleration
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motion_type=LinearMotionType
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motion_value=LengthMotionValue
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audio_component=FootFallSmoother1
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attribute_value_boundary1=0.0
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attribute_value_boundary2=FootFallTopAcceleration
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control_ID=100
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control_value_boundary1=0.0
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control_value_boundary2=1.0
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exponent=0.4
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dump_value=False
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#
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# smoother2 -> splitter
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#
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[AudioControlSmoother]
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audio_component=FootFallSplitter
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number_of_samples=Sample1Sec
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control_ID=101
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name=FootFallSmoother2
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#
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# angular velocity -> smoother2
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=AngularMotionType
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motion_value=LengthMotionValue
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audio_component=FootFallSmoother2
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attribute_value_boundary1=0.0
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attribute_value_boundary2=FootFallTopAngularSpeed
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control_ID=101
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control_value_boundary1=0.0
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control_value_boundary2=0.4
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exponent=0.4
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dump_value=False
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#------------------------------------------------------------------
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[AudioLogicalTrigger]
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subsystem=Entity
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attribute=FootStep
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audio_component=FootFallComponent
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attribute_match_value=True
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control_ID=StartAudioControlID
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control_value=2.0
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dump_value=False
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