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>
This commit is contained in:
Cyd
2026-07-04 19:41:15 -05:00
co-authored by Claude Fable 5
parent 504aef88d4
commit db7745fcd0
19993 changed files with 1983033 additions and 0 deletions
+109
View File
@@ -0,0 +1,109 @@
#
###################################################################
# PPC Explosion Internal Audio Script
###################################################################
#
[include]
file=audio\macros.scp
#
###################################################################
# Audio locations
###################################################################
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
###################################################################
# PPC Explosion Internal component
###################################################################
#
[Static3DPatchSource]
location=OriginLocation
resource=PPCExplosionInt01
priority=2
mix_presence=3
volume_mix_level=PPCExplosionIntVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=True
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
use_internal=False
name=PPCExplosionIntComponent
#------------------------------------------------------------------
#
# resource select
#
[AudioResourceSelector]
audio_source=PPCExplosionIntComponent
audio_resource_index=PPCExplosionIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=False
name=PPCExplosionIntResourceSelect
#
# sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=PPCExplosionIntResourceSelect
control_ID=100
sample_duration=99.0
name=PPCExplosionIntSampleAndHold
#------------------------------------------------------------------
#
# sample and hold -> pitch
#
[AudioSampleAndHold]
audio_component=PPCExplosionIntComponent
control_ID=PitchAudioControlID
sample_duration=99.0
min_value=-100
max_value=100
name=PPCExplosionIntPitchSampleAndHold
#
# sample and hold -> filter
#
[AudioSampleAndHold]
audio_component=PPCExplosionIntComponent
control_ID=BrightnessAudioControlID
sample_duration=99.0
min_value=0.8
max_value=1.0
name=PPCExplosionIntBrightnessSampleAndHold
#------------------------------------------------------------------
[AudioControlSplitter]
audio_component=PPCExplosionIntSampleAndHold
audio_component=PPCExplosionIntPitchSampleAndHold
audio_component=PPCExplosionIntBrightnessSampleAndHold
name=PPCExplosionIntSplitter
[AudioControlSend]
audio_component=PPCExplosionIntSplitter
control_ID=StartAudioControlID
control_value=0.0
[AudioControlSend]
audio_component=PPCExplosionIntComponent
control_ID=StartAudioControlID
control_value=3.0