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
+23
View File
@@ -0,0 +1,23 @@
rpl4*.exe
rpl4.res
netnub.exe
setenv.bat
dpmi32vm.ovl
32*.exe
rpdpl.ini
mars*.ini
dpldflt.ini
l4gauge.ini
vr*.*
*.386
test.egg
video\*.*
gauge\*.cfg
gauge\*.ini
gauge\*.pc?
gauge\*.gat
gauge\*.gim
audio\*.cfg
audio\*.ini
audio\*.res
+58
View File
@@ -0,0 +1,58 @@
@echo off
echo **************************************************************
echo * first argument is "a" to build an all new archive or *
echo * "f" to freshen an existing one. Second argument is the *
echo * directory to place the archive (default is root) The files *
echo * to be archived are located in "arcfiles.lst" which MUST *
echo * also be on your disk or this won't work. GAC 6/23/95 *
echo **************************************************************
set a3=arcfiles.lst
set s1=exclude.lst
if not "%3"=="" set a3=%3
if not exist %a3% goto NOLISTFILE
if not exist %s1% goto NOEXCLUDEFILE
if "%1"=="a" goto BUILD
if "%1"=="f" goto FRESHEN
goto USAGE
:BUILD
echo on
pkzip -a -P -eX -x@%s1% %2\rp.zip @%a3%
@echo off
goto END
:FRESHEN
echo on
pkzip -u -P -eX -x@%s1% %2\rp.zip @%a3%
@echo off
goto END
:NOLISTFILE
echo.
echo Listfile '%a3%' not in current directory.
echo.
goto END
:NOEXCLUDEFILE
echo.
echo Excludefile '%s1%' not in current directory.
echo.
goto END
:USAGE
echo.
echo usage: arcrp mode [[drive] listfile]
echo mode a build archive from scratch
echo f freshen existing archive
echo drive for archive file
echo listfile specifies what files to store in archive
echo.
goto END
:END
set s1=
set a3=
+60
View File
@@ -0,0 +1,60 @@
[AudioRenderer]
#
# Radius of clipping sphere
#
#clipping_radius=400.0
#clipping_radius=350.0
clipping_radius=550.0
#
# Distance between ears -> average size of cockpit
#
distance_between_ears=12.0
#
# Control amplitude rolloff
#
amplitude_rolloff=2.0
amplitude_rolloff_knee=60.0
#amplitude_rolloff_distance_scale=0.005
amplitude_rolloff_distance_scale=0.003
#
# Control high frequency rolloff
#
high_frequency_rolloff=2.0
high_frequency_rolloff_knee=60.0
#high_frequency_rolloff_distance_scale=0.01
high_frequency_rolloff_distance_scale=0.005
#
# Control doppler
#
doppler_range=600.0
speed_of_sound=250.0
#
# Control source compression
#
#compression_scale=0.95
compression_scale=0.92
#compression_exponent=4.0
compression_exponent=8.5
#
# ITD difference constant
#
itd_difference=0.0015
#
# Global reverb scale
#
#global_reverb_scale=0.3
global_reverb_scale=0.35
[AudioResources]
front_audio_resource=audio\audio1.res
front_audio_resource=audio\audio2.res
rear_audio_resource=audio\audio1.res
rear_audio_resource=audio\audio2.res
+1
View File
@@ -0,0 +1 @@

Binary file not shown.
Binary file not shown.
+60
View File
@@ -0,0 +1,60 @@
[AudioRenderer]
#
# Radius of clipping sphere
#
#clipping_radius=400.0
#clipping_radius=350.0
clipping_radius=550.0
#
# Distance between ears -> average size of cockpit
#
distance_between_ears=12.0
#
# Control amplitude rolloff
#
amplitude_rolloff=2.0
amplitude_rolloff_knee=60.0
#amplitude_rolloff_distance_scale=0.005
amplitude_rolloff_distance_scale=0.003
#
# Control high frequency rolloff
#
high_frequency_rolloff=2.0
high_frequency_rolloff_knee=60.0
#high_frequency_rolloff_distance_scale=0.01
high_frequency_rolloff_distance_scale=0.005
#
# Control doppler
#
doppler_range=600.0
speed_of_sound=250.0
#
# Control source compression
#
#compression_scale=0.92
#compression_exponent=8.5
compression_scale=0.1
compression_exponent=9.0
#
# ITD difference constant
#
itd_difference=0.0015
#
# Global reverb scale
#
#global_reverb_scale=0.3
global_reverb_scale=0.35
[AudioResources]
front_audio_resource=audio\audio1.res
front_audio_resource=audio\audio2.res
rear_audio_resource=audio\audio1.res
rear_audio_resource=audio\audio2.res
+161
View File
@@ -0,0 +1,161 @@
#
#------------------------------------------------------------------
# Barge Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
+201
View File
@@ -0,0 +1,201 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
+71
View File
@@ -0,0 +1,71 @@
#
#------------------------------------------------------------------
# Battle Barge External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvext.scp
file=audio\lsrext.scp
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun
attribute=SimulationState
audio_component=LaserFireExtComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+203
View File
@@ -0,0 +1,203 @@
#
#------------------------------------------------------------------
# Battle Barge Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvlsr.scp
file=audio\vtvmne.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun
attribute=SimulationState
audio_component=LaserFireIntComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=2.0
dump_value=0
[AudioStateTrigger]
subsystem=LaserGun
attribute=SimulationState
audio_component=LaserFireIntEmptyComponent
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
#
#------------------------------------------------------------------
# Mine trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=DemopackDropper
attribute=SimulationState
audio_component=MineReleaseComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+161
View File
@@ -0,0 +1,161 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
+161
View File
@@ -0,0 +1,161 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
+136
View File
@@ -0,0 +1,136 @@
#
#------------------------------------------------------------------
# Grunt Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
#file=audio\vtvrvt.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[!AudioStateTrigger]
subsystem=RivetGun
attribute=SimulationState
audio_component=RivetFireCenterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+520
View File
@@ -0,0 +1,520 @@
#
#------------------------------------------------------------------
# VTV Buttons Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
# Reverse Thrust
#
[DirectPatchSource]
location=OriginLocation
resource=ReverseThrust01
position=0
priority=3
mix_presence=0
volume_mix_level=0.6
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ReverseThrustComponent
#
# Forward Thrust
#
[DirectPatchSource]
location=OriginLocation
resource=ReverseThrust02
position=0
priority=3
mix_presence=0
volume_mix_level=0.6
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ForwardThrustComponent
#
# Lift Cut
#
[DirectPatchSource]
location=OriginLocation
resource=LiftCut01
position=0
priority=3
mix_presence=0
volume_mix_level=0.6
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=LiftCutComponent
#
# View Switch Front
#
[DirectPatchSource]
location=OriginLocation
resource=ViewSwitchCenter01
position=0
priority=3
mix_presence=0
volume_mix_level=0.65
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ViewSwitchFrontComponent
#
# View Switch Left
#
[DirectPatchSource]
location=OriginLocation
resource=ViewSwitchLeft01
position=0
priority=3
mix_presence=0
volume_mix_level=0.65
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ViewSwitchLeftComponent
#
# View Switch Right
#
[DirectPatchSource]
location=OriginLocation
resource=ViewSwitchRight01
position=0
priority=3
mix_presence=0
volume_mix_level=0.65
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ViewSwitchRightComponent
#
# View Switch Rear
#
[DirectPatchSource]
location=OriginLocation
resource=ViewSwitchCenter01
position=1
priority=3
mix_presence=0
volume_mix_level=0.65
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ViewSwitchRearComponent
#
# Mode Switch
#
[DirectPatchSource]
location=OriginLocation
resource=ModeSwitch01
position=0
priority=3
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ModeSwitchComponent
#
# Config Mode Switch
#
[DirectPatchSource]
location=OriginLocation
resource=ConfigSwitch01
position=0
priority=3
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ConfigComponent
#
# Preset Switch
#
[DirectPatchSource]
location=OriginLocation
resource=PresetSwitch01
position=0
priority=3
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=PresetComponent
#
# Radar Button
#
[DirectPatchSource]
location=OriginLocation
resource=RadarButton01
position=0
priority=3
mix_presence=0
volume_mix_level=0.8
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=RadarButtonComponent
#
#------------------------------------------------------------------
# Reverse Thrust trigger
#------------------------------------------------------------------
#
[AudioLogicalTrigger]
subsystem=ControlsMapper
attribute=ReverseThrustEngaged
audio_component=ReverseThrustComponent
attribute_match_value=1
control_ID=1
control_value=1.5
dump_value=0
#
#------------------------------------------------------------------
# Forward Thrust trigger
#------------------------------------------------------------------
#
[AudioLogicalTrigger]
subsystem=ControlsMapper
attribute=ReverseThrustEngaged
audio_component=ForwardThrustComponent
attribute_match_value=0
control_ID=1
control_value=1.5
dump_value=0
#
#------------------------------------------------------------------
# Lift Cut trigger
#------------------------------------------------------------------
#
[AudioLogicalTrigger]
subsystem=ControlsMapper
attribute=LiftCutEngaged
audio_component=LiftCutComponent
attribute_match_value=1
control_ID=1
control_value=0.0
dump_value=0
[AudioLogicalTrigger]
subsystem=ControlsMapper
attribute=LiftCutEngaged
audio_component=LiftCutComponent
attribute_match_value=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# View Switch triggers
#------------------------------------------------------------------
#
# Switch Left
[AudioControlsButtonTrigger]
subsystem=ControlsMapper
attribute=LookLeft
audio_component=ViewSwitchLeftComponent
attribute_value_threshold=0.0
control_ID_on=1
control_ID_off=0
control_value_on=0.25
control_value_off=0.0
inverse_trigger=0
dump_value=0
[AudioControlsButtonTrigger]
subsystem=ControlsMapper
attribute=LookLeft
audio_component=ViewSwitchFrontComponent
attribute_value_threshold=0.0
control_ID_on=0
control_ID_off=1
control_value_on=0.0
control_value_off=0.25
inverse_trigger=0
dump_value=0
# Switch Right
[AudioControlsButtonTrigger]
subsystem=ControlsMapper
attribute=LookRight
audio_component=ViewSwitchRightComponent
attribute_value_threshold=0.0
control_ID_on=1
control_ID_off=0
control_value_on=0.25
control_value_off=0.0
inverse_trigger=0
dump_value=0
[AudioControlsButtonTrigger]
subsystem=ControlsMapper
attribute=LookRight
audio_component=ViewSwitchFrontComponent
attribute_value_threshold=0.0
control_ID_on=0
control_ID_off=1
control_value_on=0.0
control_value_off=0.25
inverse_trigger=0
dump_value=0
# Switch Rear
[AudioControlsButtonTrigger]
subsystem=ControlsMapper
attribute=LookBehind
audio_component=ViewSwitchRearComponent
attribute_value_threshold=0.0
control_ID_on=1
control_ID_off=0
control_value_on=0.25
control_value_off=0.0
inverse_trigger=0
dump_value=0
[AudioControlsButtonTrigger]
subsystem=ControlsMapper
attribute=LookBehind
audio_component=ViewSwitchFrontComponent
attribute_value_threshold=0.0
control_ID_on=0
control_ID_off=1
control_value_on=0.0
control_value_off=0.25
inverse_trigger=0
dump_value=0
# Switch Up
[AudioControlsButtonTrigger]
subsystem=ControlsMapper
attribute=LookUp
audio_component=ViewSwitchFrontComponent
attribute_value_threshold=0.0
control_ID_on=1
control_ID_off=1
control_value_on=0.25
control_value_off=0.25
inverse_trigger=0
dump_value=0
#
#------------------------------------------------------------------
# Mode switch trigger
#------------------------------------------------------------------
#
[AudioEnumerationTrigger]
subsystem=ControlsMapper
attribute=ControlMode
audio_component=ModeSwitchComponent
attribute_match_value=0
control_ID=1
control_value=2.0
dump_value=0
[AudioEnumerationTrigger]
subsystem=ControlsMapper
attribute=ControlMode
audio_component=ModeSwitchComponent
attribute_match_value=1
control_ID=1
control_value=2.0
dump_value=0
[AudioEnumerationTrigger]
subsystem=ControlsMapper
attribute=ControlMode
audio_component=ModeSwitchComponent
attribute_match_value=2
control_ID=1
control_value=2.0
dump_value=0
[AudioEnumerationTrigger]
subsystem=ControlsMapper
attribute=ControlMode
audio_component=ModeSwitchComponent
attribute_match_value=3
control_ID=1
control_value=2.0
dump_value=0
#
#------------------------------------------------------------------
# Config Mode trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=ControlsMapper
attribute=SimulationState
audio_component=ConfigComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=ControlsMapper
attribute=SimulationState
audio_component=ConfigComponent
trigger_state=0
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=ControlsMapper
attribute=SimulationState
audio_component=ConfigComponent
trigger_state=0
inverse_trigger=0
control_ID=1
control_value=0.25
dump_value=0
#
#------------------------------------------------------------------
# Preset trigger
#------------------------------------------------------------------
#
[AudioEnumerationDeltaTrigger]
subsystem=ControlsMapper
attribute=MustMatch
audio_component=PresetComponent
control_ID=1
control_value=1.0
dump_value=0
#
#------------------------------------------------------------------
# Radar Range trigger
#------------------------------------------------------------------
#
[AudioScalarDeltaTrigger]
subsystem=Entity
attribute=NavigationRange
audio_component=RadarButtonComponent
delta_trigger=500.0
control_ID=1
control_value=0.5
dump_value=0
[AudioScalarTrigger]
subsystem=Entity
attribute=NavigationRange
audio_component=RadarButtonComponent
attribute_value_threshold=251.0
control_ID_on=1
control_ID_off=1
control_value_on=0.5
control_value_off=0.5
inverse_trigger=0
dump_value=0
[AudioScalarTrigger]
subsystem=Entity
attribute=NavigationRange
audio_component=RadarButtonComponent
attribute_value_threshold=501.0
control_ID_on=1
control_ID_off=1
control_value_on=0.5
control_value_off=0.5
inverse_trigger=0
dump_value=0
+177
View File
@@ -0,0 +1,177 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvrvt.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=RivetGun
attribute=SimulationState
audio_component=RivetFireCenterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+79
View File
@@ -0,0 +1,79 @@
#
#------------------------------------------------------------------
# Chute Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
# Chute component
#
[DirectPatchSource]
location=OriginLocation
resource=Chute01
position=1
priority=3
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=ChuteComponent
#
#------------------------------------------------------------------
# Chute trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Chute
attribute=SimulationState
audio_component=ChuteComponent
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=3.0
dump_value=0
+256
View File
@@ -0,0 +1,256 @@
#
#------------------------------------------------------------------
# VTV Collision Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
# Collision component
#
[Static3DPatchSource]
location=OriginLocation
resource=CollisionInt01
priority=2
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=1
has_compression_curve=0
compression_duration=0.0
name=CollisionComponent
#
# Collision component2
#
[Static3DPatchSource]
location=OriginLocation
resource=CollisionInt01
priority=2
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=1
has_compression_curve=0
compression_duration=0.0
name=CollisionComponent2
#------------------------------------------------------------------
#
# Collision : resource select
#
[AudioResourceSelector]
audio_source=CollisionComponent
audio_resource_index=CollisionIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=CollisionResourceSelect
#
# Collision2 : resource select
#
[AudioResourceSelector]
audio_source=CollisionComponent2
audio_resource_index=CollisionIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=CollisionResourceSelect2
#
# Collision : collision speed -> resource select
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionResourceSelect
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision2 : collision speed -> resource select
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionResourceSelect2
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Collision : collision speed -> attack time
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=7
control_value_boundary1=0.12
control_value_boundary2=0.0
exponent=0.3
dump_value=0
#
# Collision2 : linear velocity -> attack time
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent2
attribute_value_boundary1=0.0
attribute_value_boundary2=200.0
control_ID=7
control_value_boundary1=0.12
control_value_boundary2=0.0
exponent=0.3
dump_value=0
#
# Collision : linear velocity -> attack volume
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=100.0
control_ID=6
control_value_boundary1=0.9
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision2 : collision speed -> attack volume
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent2
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=6
control_value_boundary1=0.9
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=100.0
control_ID=4
control_value_boundary1=-400.0
control_value_boundary2=0.0
exponent=3.0
dump_value=0
#
# Collision2 : collision speed -> pitch
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent2
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=4
control_value_boundary1=-500.0
control_value_boundary2=-100.0
exponent=0.4
dump_value=0
#
#------------------------------------------------------------------
# Collision trigger
#------------------------------------------------------------------
#
[L4AudioCollisionTrigger]
subsystem=Entity
attribute=CollisionState
normal_attribute=CollisionNormal
audio_component=CollisionComponent
trigger_state=1
control_ID=1
control_value=1.5
dump_value=0
[L4AudioCollisionTrigger]
subsystem=Entity
attribute=CollisionState
normal_attribute=CollisionNormal
audio_component=CollisionComponent2
trigger_state=1
control_ID=1
control_value=1.5
dump_value=0
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Cooling Tower Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,34.50,1.50
name=Location01
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Flame Machine component
#
[Dynamic3DPatchSource]
location=Location01
resource=FlameMachine01
priority=1
mix_presence=3
volume_mix_level=0.5
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=FlameMachineComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Flame Machine : Start control
#
[AudioControlSend]
audio_component=FlameMachineComponent
control_ID=1
control_value=0.0
+15
View File
@@ -0,0 +1,15 @@
/MA:229;0
/VO:0;0
/MI:229;0
/CD:0;0
/LI:0;0
/MIC:0
/SP:0
/TR:114;0
/BA:114;0
/IPL:MIC- CDR- CDL- LIR- LIL- MIR- MIL-
/IPR:MIC- CDR- CDL- LIR- LIL- MIR- MIL-
/OPS:MIC- CDR- CDL- LIR- LIL-
/AGC:-
/IPG:1,1
/OPG:1,1
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Mine Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Mine component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=MineCoast01
priority=1
mix_presence=0
volume_mix_level=0.85
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=MineComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Mine : Start control
#
[AudioControlSend]
audio_component=MineComponent
control_ID=1
control_value=0.0
+370
View File
@@ -0,0 +1,370 @@
#
#------------------------------------------------------------------
# Door 1 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=-25.20,32.70,10.20
name=Location01
[L4AudioLocation]
location_offset=25.20,32.70,10.20
name=Location02
[L4AudioLocation]
location_offset=0.00,32.70,10.20
name=CloseLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Door Closing components
#
[Dynamic3DPatchSource]
location=Location01
resource=DoorOpen01
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=DoorClosingComponent01
[Dynamic3DPatchSource]
location=Location02
resource=DoorOpen02
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=DoorClosingComponent02
#
# Door Moving components
#
[Dynamic3DPatchSource]
location=Location01
resource=DoorMove01
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=DoorMovingComponent01
[Dynamic3DPatchSource]
location=Location02
resource=DoorMove02
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=DoorMovingComponent02
#
# Door Closed component
#
[Dynamic3DPatchSource]
location=CloseLocation
resource=DoorClose01
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=DoorClosedComponent
#
# Door Opening component
#
[Dynamic3DPatchSource]
location=CloseLocation
resource=DoorOpen01
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=DoorOpeningComponent
#
# Door Opened components
#
[Dynamic3DPatchSource]
location=Location01
resource=DoorClose01
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=DoorOpenedComponent01
[Dynamic3DPatchSource]
location=Location02
resource=DoorClose02
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=DoorOpenedComponent02
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Door closing triggers
#
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorClosingComponent01
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
[AudioStateTrigger]
subsystem=door2
attribute=SimulationState
audio_component=DoorClosingComponent02
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorMovingComponent01
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=door2
attribute=SimulationState
audio_component=DoorMovingComponent02
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
#
# Door Closed triggers
#
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorMovingComponent01
trigger_state=4
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=door2
attribute=SimulationState
audio_component=DoorMovingComponent02
trigger_state=4
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorClosedComponent
trigger_state=4
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
#
# Door Opening triggers
#
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorOpeningComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorMovingComponent01
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=door2
attribute=SimulationState
audio_component=DoorMovingComponent02
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
#
# Door Opened triggers
#
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorMovingComponent01
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=door2
attribute=SimulationState
audio_component=DoorMovingComponent02
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=door1
attribute=SimulationState
audio_component=DoorOpenedComponent01
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
[AudioStateTrigger]
subsystem=door2
attribute=SimulationState
audio_component=DoorOpenedComponent02
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
+123
View File
@@ -0,0 +1,123 @@
#
#------------------------------------------------------------------
# Demopack Explode Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Mine Explode component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=MineExplode01
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=MineExplodeComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Mine Explode : resource select
#
[!AudioResourceSelector]
audio_source=RivetExplodeComponent
audio_resource_index=RivetExplodeIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=RivetExplodeResourceSelect
#
# Mine Explode : sample and hold -> resource select
#
[!AudioSampleAndHold]
audio_component=RivetExplodeResourceSelect
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Mine Explode : Start control
#
[AudioControlSend]
audio_component=MineExplodeComponent
control_ID=1
control_value=3.0
+176
View File
@@ -0,0 +1,176 @@
#
#------------------------------------------------------------------
# Flea Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvmne.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Mine trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=DemopackDropper
attribute=SimulationState
audio_component=MineReleaseComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Fuel Tank Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Fuel Tank component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=FuelTank01
priority=1
mix_presence=3
volume_mix_level=0.75
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=FuelTankComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Fuel Tank : Start control
#
[AudioControlSend]
audio_component=FuelTankComponent
control_ID=1
control_value=0.0
+193
View File
@@ -0,0 +1,193 @@
#
#------------------------------------------------------------------
# Gator Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvrvt.scp
file=audio\vtvmne.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=RivetGun
attribute=SimulationState
audio_component=RivetFireCenterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
#
#------------------------------------------------------------------
# Mine trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=DemopackDropper
attribute=SimulationState
audio_component=MineReleaseComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+176
View File
@@ -0,0 +1,176 @@
#
#------------------------------------------------------------------
# Grunt Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvrvt.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=RivetGun
attribute=SimulationState
audio_component=RivetFireCenterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+101
View File
@@ -0,0 +1,101 @@
#
#------------------------------------------------------------------
# HVAC Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=-0.76,28.20,-4.49
name=Location01
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# HVAC component
#
[Dynamic3DPatchSource]
location=Location01
resource=HVAC01
priority=1
mix_presence=3
volume_mix_level=0.85
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=HVACComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# HVAC : Start control
#
[AudioControlSend]
audio_component=HVACComponent
control_ID=1
control_value=0.0
+101
View File
@@ -0,0 +1,101 @@
#
#------------------------------------------------------------------
# HVAC Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.30,30.00,17.10
name=Location01
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# HVAC component
#
[Dynamic3DPatchSource]
location=Location01
resource=HVAC02
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=HVACComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# HVAC : Start control
#
[AudioControlSend]
audio_component=HVACComponent
control_ID=1
control_value=0.0
+101
View File
@@ -0,0 +1,101 @@
#
#------------------------------------------------------------------
# HVAC Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.00,29.40,-0.60
name=Location01
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# HVAC component
#
[Dynamic3DPatchSource]
location=Location01
resource=HVAC02
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=HVACComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# HVAC : Start control
#
[AudioControlSend]
audio_component=HVACComponent
control_ID=1
control_value=0.0
+15
View File
@@ -0,0 +1,15 @@
/MA:229;0
/VO:0;0
/MI:229;0
/CD:0;0
/LI:0;0
/MIC:0
/SP:0
/TR:114;0
/BA:114;0
/IPL:MIC- CDR- CDL- LIR- LIL+ MIR- MIL-
/IPR:MIC- CDR- CDL- LIR+ LIL- MIR- MIL-
/OPS:MIC- CDR- CDL- LIR+ LIL+
/AGC:-
/IPG:1,1
/OPG:1,1
+135
View File
@@ -0,0 +1,135 @@
#
#------------------------------------------------------------------
# Laser Explode Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Laser Explode component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=LaserHitExt01
priority=1
mix_presence=0
volume_mix_level=0.75
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=LaserHitExtComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Laser Explode : resource select
#
[AudioResourceSelector]
audio_source=LaserHitExtComponent
audio_resource_index=LaserHitExtIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=LaserHitExtResourceSelect
#
# Laser Explode : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserHitExtResourceSelect
control_ID=100
sample_duration=0.0
name=LaserHitExtSampleAndHold
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Laser Explode : Sample
#
[AudioControlSend]
audio_component=LaserHitExtSampleAndHold
control_ID=1
control_value=0.0
#
# Laser Explode : Start control
#
[AudioControlSend]
audio_component=LaserHitExtComponent
control_ID=1
control_value=0.75
+135
View File
@@ -0,0 +1,135 @@
#
#------------------------------------------------------------------
# Laser Hit Craft Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Laser Explode component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=LaserHitCraft01
priority=1
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=LaserHitCraftComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Laser Explode : resource select
#
[AudioResourceSelector]
audio_source=LaserHitCraftComponent
audio_resource_index=LaserHitCraftIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=LaserHitCraftResourceSelect
#
# Laser Explode : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserHitCraftResourceSelect
control_ID=100
sample_duration=0.0
name=LaserHitCraftSampleAndHold
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Laser Explode : Sample
#
[AudioControlSend]
audio_component=LaserHitCraftSampleAndHold
control_ID=1
control_value=0.0
#
# Laser Explode : Start control
#
[AudioControlSend]
audio_component=LaserHitCraftComponent
control_ID=1
control_value=1.0
+150
View File
@@ -0,0 +1,150 @@
#
#------------------------------------------------------------------
# Laser Hit Internal Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Laser Explode component
#
[!Dynamic3DPatchSource]
location=OriginLocation
resource=LaserHitInt01
priority=2
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=LaserHitIntComponent
[Static3DPatchSource]
location=OriginLocation
resource=LaserHitInt01
priority=2
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
use_internal=0
name=LaserHitIntComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Laser Explode : resource select
#
[AudioResourceSelector]
audio_source=LaserHitIntComponent
audio_resource_index=LaserHitIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=LaserHitIntResourceSelect
#
# Laser Explode : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserHitIntResourceSelect
control_ID=100
sample_duration=0.0
name=LaserHitIntSampleAndHold
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Laser Explode : Sample
#
[AudioControlSend]
audio_component=LaserHitIntSampleAndHold
control_ID=1
control_value=0.0
#
# Laser Explode : Start control
#
[AudioControlSend]
audio_component=LaserHitIntComponent
control_ID=1
control_value=1.5
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Laser External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Laser fire component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=LaserFireExt01
priority=1
mix_presence=2
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=1
has_compression_curve=1
compression_duration=0.5
name=LaserFireExtComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Laser Fire : resource select
#
[AudioResourceSelector]
audio_source=LaserFireExtComponent
audio_resource_index=LaserFireExtIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=LaserFireExtResourceSelect
#
# Laser Fire : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserFireExtResourceSelect
control_ID=100
sample_duration=0.0
name=LaserFireExtSampleAndHold
File diff suppressed because it is too large Load Diff
+186
View File
@@ -0,0 +1,186 @@
#
#------------------------------------------------------------------
# Mantis Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvlsr.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireIntComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=2.0
dump_value=0
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireIntEmptyComponent
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+132
View File
@@ -0,0 +1,132 @@
#
#------------------------------------------------------------------
# Maintenance Corridor 1 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=-28.71,23.40,4.46
name=Location01
[L4AudioLocation]
location_offset=29.11,31.20,30.47
name=Location02
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Generator component
#
[Dynamic3DPatchSource]
location=Location01
resource=Generator02
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=GeneratorComponent
#
# Pipe Machine component
#
[Dynamic3DPatchSource]
location=Location02
resource=PipeMachine01
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=PipeMachine
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# GeneratorComponent : Start control
#
[AudioControlSend]
audio_component=GeneratorComponent
control_ID=1
control_value=0.0
#
# Pipe Work : Start control
#
[AudioControlSend]
audio_component=PipeMachine
control_ID=1
control_value=0.0
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Maintenance Corridor 2 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=-14.09 17.10 18.75
name=Location01
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Generator component
#
[Dynamic3DPatchSource]
location=Location01
resource=Generator02
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=GeneratorComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# GeneratorComponent : Start control
#
[AudioControlSend]
audio_component=GeneratorComponent
control_ID=1
control_value=0.0
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Maintenance Corridor 3 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=4.35 30.60 24.98
name=Location01
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Pulse component
#
[Dynamic3DPatchSource]
location=Location01
resource=MaintPulse01
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=PulseComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# PulseComponent : Start control
#
[AudioControlSend]
audio_component=PulseComponent
control_ID=1
control_value=0.0
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Maintenance Corridor 4 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.00,23.10,25.50
name=Location01
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# PipeMachine component
#
[Dynamic3DPatchSource]
location=Location01
resource=PipeMachine02
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=PipeMachineComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# PipeMachineComponent : Start control
#
[AudioControlSend]
audio_component=PipeMachineComponent
control_ID=1
control_value=0.0
+69
View File
@@ -0,0 +1,69 @@
#
#------------------------------------------------------------------
# Mantis External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvext.scp
file=audio\lsrext.scp
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireExtComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+161
View File
@@ -0,0 +1,161 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
+143
View File
@@ -0,0 +1,143 @@
#
#------------------------------------------------------------------
# Ore Drop 1 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=-16.2 7.5 7.5
name=Location01
[L4AudioLocation]
location_offset=-15.79 18.3 -152.10
name=Location02
[L4AudioLocation]
location_offset=16.2 7.5 35.7
name=Location03
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Ore carrier components
#
[Dynamic3DPatchSource]
location=Location01
resource=OreDrop01
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent01
[Dynamic3DPatchSource]
location=Location02
resource=OreDrop02
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent02
[Dynamic3DPatchSource]
location=Location03
resource=OreDrop03
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent03
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Ore carrier : Start control
#
[AudioControlSend]
audio_component=OreCarrierComponent01
control_ID=1
control_value=0.0
[AudioControlSend]
audio_component=OreCarrierComponent02
control_ID=1
control_value=0.0
[AudioControlSend]
audio_component=OreCarrierComponent03
control_ID=1
control_value=0.0
+143
View File
@@ -0,0 +1,143 @@
#
#------------------------------------------------------------------
# Ore Drop 3 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=16.13,12.00,35.70
name=Location01
[L4AudioLocation]
location_offset=-15.90,11.10,49.50
name=Location02
[L4AudioLocation]
location_offset=-15.80,20.40,-151.47
name=Location03
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Ore carrier components
#
[Dynamic3DPatchSource]
location=Location01
resource=OreDrop01
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent01
[Dynamic3DPatchSource]
location=Location02
resource=OreDrop02
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent02
[Dynamic3DPatchSource]
location=Location03
resource=OreDrop03
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent03
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Ore carrier : Start control
#
[AudioControlSend]
audio_component=OreCarrierComponent01
control_ID=1
control_value=0.0
[AudioControlSend]
audio_component=OreCarrierComponent02
control_ID=1
control_value=0.0
[AudioControlSend]
audio_component=OreCarrierComponent03
control_ID=1
control_value=0.0
+143
View File
@@ -0,0 +1,143 @@
#
#------------------------------------------------------------------
# Ore Drop 3 Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=16.13,12.00,35.70
name=Location01
[L4AudioLocation]
location_offset=-15.90,11.10,49.50
name=Location02
[L4AudioLocation]
location_offset=-15.80,20.40,-151.47
name=Location03
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Ore carrier components
#
[Dynamic3DPatchSource]
location=Location01
resource=OreDrop01
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent01
[Dynamic3DPatchSource]
location=Location02
resource=OreDrop02
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent02
[Dynamic3DPatchSource]
location=Location03
resource=OreDrop03
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=100.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=OreCarrierComponent03
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Ore carrier : Start control
#
[AudioControlSend]
audio_component=OreCarrierComponent01
control_ID=1
control_value=0.0
[AudioControlSend]
audio_component=OreCarrierComponent02
control_ID=1
control_value=0.0
[AudioControlSend]
audio_component=OreCarrierComponent03
control_ID=1
control_value=0.0
+71
View File
@@ -0,0 +1,71 @@
#
#------------------------------------------------------------------
# Puck External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvext.scp
file=audio\lsrext.scp
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun2
attribute=SimulationState
audio_component=LaserFireExtComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+96
View File
@@ -0,0 +1,96 @@
#
#------------------------------------------------------------------
# Player External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Translocation components
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=TranslocationExt01
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=TranslocationComponent01
#
#------------------------------------------------------------------
# Translocation trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=TranslocationComponent01
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
+143
View File
@@ -0,0 +1,143 @@
#
#------------------------------------------------------------------
# Player Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Translocation components
#
[DirectPatchSource]
location=OriginLocation
resource=Translocation01
position=0
priority=4
mix_presence=1
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=0.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=4.0
name=TranslocationComponent01
[DirectPatchSource]
location=OriginLocation
resource=Translocation02
position=1
priority=4
mix_presence=1
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=0.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=4.0
name=TranslocationComponent02
#
#------------------------------------------------------------------
# Translocation trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=TranslocationComponent01
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=TranslocationComponent02
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=TranslocationComponent01
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=TranslocationComponent02
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=4.0
dump_value=0
+146
View File
@@ -0,0 +1,146 @@
#
#------------------------------------------------------------------
# Puck Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvlsr.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun2
attribute=SimulationState
audio_component=LaserFireIntComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=2.0
dump_value=0
[AudioStateTrigger]
subsystem=LaserGun2
attribute=SimulationState
audio_component=LaserFireIntEmptyComponent
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+70
View File
@@ -0,0 +1,70 @@
#
#------------------------------------------------------------------
# Road Block External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvext.scp
file=audio\lsrext.scp
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireExtComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+125
View File
@@ -0,0 +1,125 @@
#
#------------------------------------------------------------------
# Refinery Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=-46.50,50.70,50.10
name=Location01
[L4AudioLocation]
location_offset=74.70,50.70,50.10
name=Location02
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Refinery component
#
[Dynamic3DPatchSource]
location=Location01
resource=Refinery06
priority=1
mix_presence=3
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=RefineryComponent01
[Dynamic3DPatchSource]
location=Location02
resource=Refinery07
priority=1
mix_presence=3
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=RefineryComponent02
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Refinery : Start control
#
[AudioControlSend]
audio_component=RefineryComponent01
control_ID=1
control_value=0.0
[AudioControlSend]
audio_component=RefineryComponent02
control_ID=1
control_value=0.0
+176
View File
@@ -0,0 +1,176 @@
#
#------------------------------------------------------------------
# Ripper Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvmne.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Mine trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=DemopackDropper
attribute=SimulationState
audio_component=MineReleaseComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+97
View File
@@ -0,0 +1,97 @@
#
#------------------------------------------------------------------
# Rivet Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Rivet component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=RivetTravel01
priority=1
mix_presence=0
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=RivetComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Rivet : Start control
#
[AudioControlSend]
audio_component=RivetComponent
control_ID=1
control_value=0.0
+128
View File
@@ -0,0 +1,128 @@
#
#------------------------------------------------------------------
# Rivet Explode External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Rivet Explode component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=RivetHitExt01
priority=1
mix_presence=0
volume_mix_level=0.75
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=RivetExplodeExtComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Rivet Explode : resource select
#
[AudioResourceSelector]
audio_source=RivetExplodeExtComponent
audio_resource_index=RivetHitExtIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=RivetHitExtResourceSelect
#
# Rivet Explode : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=RivetHitExtResourceSelect
control_ID=100
sample_duration=0.0
name=RivetHitExtSampleAndHold
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Rivet Explode : Sample
#
[AudioControlSend]
audio_component=RivetHitExtSampleAndHold
control_ID=1
control_value=0.0
#
# Rivet Explode : Start control
#
[AudioControlSend]
audio_component=RivetExplodeExtComponent
control_ID=1
control_value=0.5
+186
View File
@@ -0,0 +1,186 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvrvt.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=RivetGun1
attribute=SimulationState
audio_component=RivetFireLeftComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
[AudioStateTrigger]
subsystem=RivetGun2
attribute=SimulationState
audio_component=RivetFireRightComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+219
View File
@@ -0,0 +1,219 @@
#
#------------------------------------------------------------------
# Road Block Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvrvt.scp
file=audio\vtvlsr.scp
file=audio\vtvmne.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=RivetGun
attribute=SimulationState
audio_component=RivetFireCenterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireIntComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=2.0
dump_value=0
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireIntEmptyComponent
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
#
#------------------------------------------------------------------
# Mine trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=DemopackDropper
attribute=SimulationState
audio_component=MineReleaseComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+128
View File
@@ -0,0 +1,128 @@
#
#------------------------------------------------------------------
# Rivet Explode Craft Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Rivet Explode component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=RivetHitCraft01
priority=1
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=RivetExplodeCraftComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Rivet Explode : resource select
#
[AudioResourceSelector]
audio_source=RivetExplodeCraftComponent
audio_resource_index=RivetHitCraftIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=RivetHitCraftResourceSelect
#
# Rivet Explode : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=RivetHitCraftResourceSelect
control_ID=100
sample_duration=0.0
name=RivetHitCraftSampleAndHold
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Rivet Explode : Sample
#
[AudioControlSend]
audio_component=RivetHitCraftSampleAndHold
control_ID=1
control_value=0.0
#
# Rivet Explode : Start control
#
[AudioControlSend]
audio_component=RivetExplodeCraftComponent
control_ID=1
control_value=1.0
+150
View File
@@ -0,0 +1,150 @@
#
#------------------------------------------------------------------
# Rivet Explode Internal Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Rivet Explode component
#
[!Dynamic3DPatchSource]
location=OriginLocation
resource=RivetHitInt01
priority=2
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=RivetExplodeIntComponent
[Static3DPatchSource]
location=OriginLocation
resource=RivetHitInt01
priority=2
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
use_internal=0
name=RivetExplodeIntComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Rivet Explode : resource select
#
[AudioResourceSelector]
audio_source=RivetExplodeIntComponent
audio_resource_index=RivetHitIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=RivetHitIntResourceSelect
#
# Rivet Explode : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=RivetHitIntResourceSelect
control_ID=100
sample_duration=0.0
name=RivetHitIntSampleAndHold
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Rivet Explode : Sample
#
[AudioControlSend]
audio_component=RivetHitIntSampleAndHold
control_ID=1
control_value=0.0
#
# Rivet Explode : Start control
#
[AudioControlSend]
audio_component=RivetExplodeIntComponent
control_ID=1
control_value=1.5
+166
View File
@@ -0,0 +1,166 @@
#
#------------------------------------------------------------------
# VTV Scoring Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
# Score Zone component1
#
[DirectPatchSource]
location=OriginLocation
resource=ScoreZone01
position=0
priority=4
mix_presence=0
volume_mix_level=0.93
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=3.0
name=ScoreZoneComponent1
#
# Score Zone component2
#
[DirectPatchSource]
location=OriginLocation
resource=ScoreZone01
position=1
priority=4
mix_presence=0
volume_mix_level=0.93
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ScoreZoneComponent2
#
# Score Kill component1
#
[DirectPatchSource]
location=OriginLocation
resource=ScoreKill01
position=1
priority=4
mix_presence=0
volume_mix_level=0.88
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ScoreKillComponent1
#
# Score Kill component2
#
[DirectPatchSource]
location=OriginLocation
resource=ScoreKill01
position=0
priority=4
mix_presence=0
volume_mix_level=0.88
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ScoreKillComponent2
#
#------------------------------------------------------------------
# Score trigger
#------------------------------------------------------------------
#
# Score Zone
[AudioStateTrigger]
subsystem=Entity
attribute=ScoreState
audio_component=ScoreZoneComponent1
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=3.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=ScoreState
audio_component=ScoreZoneComponent2
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=3.0
dump_value=0
# Score Kill
[AudioStateTrigger]
subsystem=Entity
attribute=ScoreState
audio_component=ScoreKillComponent1
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=3.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=ScoreState
audio_component=ScoreKillComponent2
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=3.0
dump_value=0
+187
View File
@@ -0,0 +1,187 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvlsr.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun2
attribute=SimulationState
audio_component=LaserFireIntComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=2.0
dump_value=0
[AudioStateTrigger]
subsystem=LaserGun2
attribute=SimulationState
audio_component=LaserFireIntEmptyComponent
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+71
View File
@@ -0,0 +1,71 @@
#
#------------------------------------------------------------------
# Skeeter External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvext.scp
file=audio\lsrext.scp
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun2
attribute=SimulationState
audio_component=LaserFireExtComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+161
View File
@@ -0,0 +1,161 @@
#
#------------------------------------------------------------------
# Speck Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
+187
View File
@@ -0,0 +1,187 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvrvt.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=RivetGun1
attribute=SimulationState
audio_component=RivetFireLeftComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
[AudioStateTrigger]
subsystem=RivetGun2
attribute=SimulationState
audio_component=RivetFireRightComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
File diff suppressed because it is too large Load Diff
+40
View File
@@ -0,0 +1,40 @@
[macro]
BoxedSolid::StoneMaterial=0
BoxedSolid::GravelMaterial=1
BoxedSolid::ConcreteMaterial=2
BoxedSolid::WoodMaterial=4
BoxedSolid::RockMaterial=5
BoxedSolid::OurCraftMaterial=6
BoxedSolid::OtherCraftMaterial=7
TransientAudioRenderType=0
SustainedAudioRenderType=1
MinAudioSourcePriority=0
LowAudioSourcePriority=1
MedAudioSourcePriority=2
HighAudioSourcePriority=3
MaxAudioSourcePriority=4
MinAudioSourceMixPresence=5
LowAudioSourceMixPresence=4
MedAudioSourceMixPresence=3
HighAudioSourceMixPresence=2
MaxAudioSourceMixPresence=1
ManualAudioSourceMixPresence=0
NullAudioControlID=0
NoteAudioControlID=8
AttackVolumeAudioControlID=6
AttackTimeAudioControlID=7
DurationAudioControlID=10
VolumeAudioControlID=3
PitchAudioControlID=4
BrightnessAudioControlID=5
StartAudioControlID=1
StopAudioControlID=2
IdleAudioControlID=9
ProcessRequestsAudioControlID=11
TempoAudioControlID=12
FrontDirectPatchPosition=0
RearDirectPatchPosition=1
FrontLeftDirectPatchPosition=2
FrontRightDirectPatchPosition=3
RearLeftDirectPatchPosition=4
RearRightDirectPatchPosition=5
+201
View File
@@ -0,0 +1,201 @@
#
#------------------------------------------------------------------
# Spitter Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster3
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
+75
View File
@@ -0,0 +1,75 @@
#
#------------------------------------------------------------------
# Template Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
+1
View File
@@ -0,0 +1 @@
vcsdir=s:\resource\rp\l4\audio
+69
View File
@@ -0,0 +1,69 @@
#
#------------------------------------------------------------------
# Mantis External Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvext.scp
file=audio\lsrext.scp
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun
attribute=SimulationState
audio_component=LaserFireExtComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0
+186
View File
@@ -0,0 +1,186 @@
#
#------------------------------------------------------------------
# Vole Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\vtvlsr.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun
attribute=SimulationState
audio_component=LaserFireIntComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=2.0
dump_value=0
[AudioStateTrigger]
subsystem=LaserGun
attribute=SimulationState
audio_component=LaserFireIntEmptyComponent
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
+534
View File
@@ -0,0 +1,534 @@
#
#------------------------------------------------------------------
# External VTV Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Engine combo component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=EngineComboExt01
priority=1
mix_presence=2
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=EngineComboComponent
#
# Collision component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=CollisionExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=CollisionComponent
#
# Booster component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=BoosterExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=BoosterComponent
#
# Booster loop component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=BoosterLoopExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=BoosterLoopComponent
#
# Death component1
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=DeathExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=2.0
name=DeathComponent1
#
# Death component2
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=DeathExt01
priority=1
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=-200
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=2.0
name=DeathComponent2
#
# Horn component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=Horn01
position=0
priority=1
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=HornComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Engine combo : amplitude smoother -> amplitude
#
[AudioControlSmoother]
audio_component=EngineComboComponent
number_of_samples=4
control_ID=3
name=EngineComboAmplitudeSmoother
#
# Engine combo : amplitude mixer -> amplitude smoother
#
[AudioControlMixer]
audio_component=EngineComboAmplitudeSmoother
first_input_control_ID=100
last_input_control_ID=103
output_control_ID=3
name=EngineComboAmplitudeMixer
#
# Engine combo : linear acceleration -> amplitude mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalAcceleration
motion_type=0
motion_value=3
audio_component=EngineComboAmplitudeMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=7.0
control_ID=3
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Engine combo : linear velocity -> amplitude mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=EngineComboAmplitudeMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=250.0
control_ID=3
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Engine combo : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=EngineComboComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=250.0
control_ID=4
control_value_boundary1=-700.0
control_value_boundary2=1200.0
exponent=0.5
dump_value=0
#
# Engine combo : linear velocity -> filter
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=EngineComboComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=250.0
control_ID=5
control_value_boundary1=1.0
control_value_boundary2=0.78
exponent=2.0
dump_value=0
#------------------------------------------------------------------
#
# Collision : resource select
#
[AudioResourceSelector]
audio_source=CollisionComponent
audio_resource_index=CollisionExtIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=CollisionResourceSelect
#
# Collision : collision speed -> resource select
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
motion_type=0
motion_value=3
audio_component=CollisionResourceSelect
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.3
dump_value=0
#
# Collision : collision speed -> attack time
#
[!AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=7
control_value_boundary1=0.18
control_value_boundary2=0.0
exponent=0.2
dump_value=0
#
# Collision : collision speed -> attack volume
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=6
control_value_boundary1=0.9
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=200.0
control_ID=4
control_value_boundary1=0.0
control_value_boundary2=-400.0
exponent=0.3
dump_value=0
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Engine combo trigger
#------------------------------------------------------------------
#
# HACK - seem to require this for when the replicant first appears
[AudioControlSend]
audio_component=EngineComboComponent
control_ID=1
control_value=0.0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=EngineComboComponent
trigger_state=0
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=EngineComboComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Collision trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Entity
attribute=CollisionState
audio_component=CollisionComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.5
dump_value=0
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterComponent
attribute_match_value=1
control_ID=1
control_value=0.0
dump_value=0
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterComponent
attribute_match_value=0
control_ID=2
control_value=0.0
dump_value=0
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterLoopComponent
attribute_match_value=1
control_ID=1
control_value=0.0
dump_value=0
[AudioLogicalTrigger]
subsystem=Entity
attribute=BoosterOn
audio_component=BoosterLoopComponent
attribute_match_value=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Death trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent1
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent1
trigger_state=2
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent2
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent2
trigger_state=2
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Horn trigger
#------------------------------------------------------------------
#
[AudioIntegerTrigger]
subsystem=Entity
attribute=HornBlast
audio_component=HornComponent
attribute_value_threshold=0.0
control_ID_on=1
control_ID_off=2
control_value_on=0.0
control_value_off=0.0
inverse_trigger=0
dump_value=0
+901
View File
@@ -0,0 +1,901 @@
#
#------------------------------------------------------------------
# VTV Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\colint.scp
file=audio\buttons.scp
file=audio\scoring.scp
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Cockpit wind component
#
[DirectPatchSource]
location=OriginLocation
resource=CockpitWindDrone01
position=0
priority=1
mix_presence=0
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=1
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=CockpitWindComponent
#
# Cockpit turbulence component
#
[DirectPatchSource]
location=OriginLocation
resource=CockpitWindRush01
position=0
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=1
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=CockpitTurbComponent
#
# Engine thrust component
#
[DirectPatchSource]
location=OriginLocation
resource=EngineThrustInt02
position=1
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=1
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=EngineThrustComponent
#
# Scrape component
#
[Static3DPatchSource]
location=OriginLocation
resource=ScrapeInt01
priority=1
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=ScrapeComponent
#
# Booster component
#
[DirectPatchSource]
location=OriginLocation
resource=BoosterInt01
position=1
priority=3
mix_presence=2
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=6.0
name=BoosterComponent
#
# Booster loop component
#
[DirectPatchSource]
location=OriginLocation
resource=BoosterLoopInt01
position=1
priority=3
mix_presence=2
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=6.0
name=BoosterLoopComponent
#
# Death components
#
[DirectPatchSource]
location=OriginLocation
resource=DeathInt01
position=0
priority=4
mix_presence=1
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=0.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=DeathComponent01
[DirectPatchSource]
location=OriginLocation
resource=DeathInt02
position=1
priority=4
mix_presence=1
volume_mix_level=1.0
pitch_mix_offset=-200
brightness_mix_level=0.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=DeathComponent02
#
# Horn component
#
[DirectPatchSource]
location=OriginLocation
resource=Horn01
position=0
priority=3
mix_presence=0
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=HornComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Cockpit wind : linear velocity -> amplitude
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CockpitWindComponent
attribute_value_boundary1=5.0
attribute_value_boundary2=200.0
control_ID=3
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.3
dump_value=0
#
# Cockpit wind : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CockpitWindComponent
attribute_value_boundary1=5.0
attribute_value_boundary2=300.0
control_ID=4
control_value_boundary1=-1800.0
control_value_boundary2=2800.0
exponent=0.3
dump_value=0
#
# Cockpit wind : linear velocity -> filter
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CockpitWindComponent
attribute_value_boundary1=5.0
attribute_value_boundary2=300.0
control_ID=5
control_value_boundary1=1.0
control_value_boundary2=0.4
exponent=2.0
dump_value=0
#------------------------------------------------------------------
#
# Cockpit turb : linear velocity -> amplitude
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CockpitTurbComponent
attribute_value_boundary1=70.0
attribute_value_boundary2=200.0
control_ID=3
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Pitch Mixer : pitch mixer -> pitch
#
[AudioControlMixer]
audio_component=CockpitTurbComponent
first_input_control_ID=100
last_input_control_ID=102
output_control_ID=4
name=CockpitTurbPitchMixer
#
# Cockpit turb : linear velocity -> pitch mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CockpitTurbPitchMixer
attribute_value_boundary1=70.0
attribute_value_boundary2=250.0
control_ID=100
control_value_boundary1=-100.0
control_value_boundary2=0.0
exponent=1.0
dump_value=0
#
# Cockpit turb : angular velocity -> pitch mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=1
motion_value=3
audio_component=CockpitTurbPitchMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=0.3
control_ID=101
control_value_boundary1=-200.0
control_value_boundary2=0.0
exponent=1.0
dump_value=0
#
# Cockpit turb : filter smoother -> filter
#
[AudioControlSmoother]
audio_component=CockpitTurbComponent
number_of_samples=7
control_ID=5
name=CockpitTurbFilterSmoother
#
# Cockpit turb : angular velocity -> filter smoother
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=1
motion_value=3
audio_component=CockpitTurbFilterSmoother
attribute_value_boundary1=0.0
attribute_value_boundary2=0.3
control_ID=5
control_value_boundary1=0.1
control_value_boundary2=0.8
exponent=0.4
dump_value=0
#------------------------------------------------------------------
#
# Engine thrust : amplitude smoother -> amplitude
#
[AudioControlSmoother]
audio_component=EngineThrustComponent
number_of_samples=20
control_ID=3
name=EngineThrustVolumeSmoother
#
# Engine thrust : amplitude mixer -> amplitude smoother
#
[AudioControlMixer]
audio_component=EngineThrustVolumeSmoother
first_input_control_ID=100
last_input_control_ID=103
output_control_ID=3
name=EngineThrustAmplitudeMixer
#
# Engine thrust : linear acceleration -> amplitude mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalAcceleration
motion_type=0
motion_value=3
audio_component=EngineThrustAmplitudeMixer
attribute_value_boundary1=0.1
attribute_value_boundary2=7.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.4
dump_value=0
#
# Engine thrust : angular velocity -> amplitude mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=1
motion_value=3
audio_component=EngineThrustAmplitudeMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=2.0
control_ID=101
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=1.0
dump_value=0
#
# Engine thrust : linear velocity -> amplitude mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=EngineThrustAmplitudeMixer
attribute_value_boundary1=10.0
attribute_value_boundary2=250.0
control_ID=102
control_value_boundary1=0.0
control_value_boundary2=-2.0
exponent=1.5
dump_value=0
#
# Engine thrust : height above terrain -> amplitude mixer
#
[AudioScalarScale]
subsystem=Entity
attribute=HeightAboveTerrain
audio_component=EngineThrustAmplitudeMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=40.0
control_ID=103
control_value_boundary1=0.25
control_value_boundary2=-0.75
exponent=1.0
dump_value=0
#
# Engine thrust : pitch smoother -> pitch
#
[AudioControlSmoother]
audio_component=EngineThrustComponent
number_of_samples=30
control_ID=4
name=EngineThrustPitchSmoother
#
# Engine thrust : pitch mixer -> pitch smoother
#
[AudioControlMixer]
audio_component=EngineThrustPitchSmoother
first_input_control_ID=100
last_input_control_ID=102
output_control_ID=4
name=EngineThrustPitchMixer
#
# Engine thrust : linear acceleration -> pitch mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalAcceleration
motion_type=0
motion_value=3
audio_component=EngineThrustPitchMixer
attribute_value_boundary1=0.1
attribute_value_boundary2=7.0
control_ID=100
control_value_boundary1=-600.0
control_value_boundary2=200.0
exponent=1.0
dump_value=0
#
# Engine thrust : angular velocity -> pitch mixer
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=1
motion_value=3
audio_component=EngineThrustPitchMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=2.0
control_ID=101
control_value_boundary1=0.0
control_value_boundary2=200.0
exponent=1.0
dump_value=0
#
# Engine thrust : height above terrain -> pitch mixer
#
[AudioScalarScale]
subsystem=Entity
attribute=HeightAboveTerrain
audio_component=EngineThrustPitchMixer
attribute_value_boundary1=0.0
attribute_value_boundary2=40.0
control_ID=102
control_value_boundary1=-100.0
control_value_boundary2=100.0
exponent=1.0
dump_value=0
#
# Engine thrust : filter multiplier -> filter
#
[AudioControlMultiplier]
audio_component=EngineThrustComponent
first_input_control_ID=100
last_input_control_ID=101
output_control_ID=5
name=EngineThrustFilterMultiplier
#
# Engine thrust : hinge -> filter multiplier
#
[AudioHingeScale]
subsystem=Entity
attribute=ThrusterPitch
audio_component=EngineThrustFilterMultiplier
attribute_value_boundary1=-1.321
attribute_value_boundary2=1.321
control_ID=100
control_value_boundary1=1.0
control_value_boundary2=0.7
exponent=1.0
dump_value=0
#
# Engine thrust : filter smoother -> filter multiplier
#
[AudioControlSmoother]
audio_component=EngineThrustFilterMultiplier
number_of_samples=15
control_ID=101
name=EngineThrustFilterSmoother
#
# Engine thrust : linear acceleration -> filter smoother
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalAcceleration
motion_type=0
motion_value=3
audio_component=EngineThrustFilterSmoother
attribute_value_boundary1=0.1
attribute_value_boundary2=7.0
control_ID=101
control_value_boundary1=0.5
control_value_boundary2=1.0
exponent=0.3
dump_value=0
#------------------------------------------------------------------
#
# Scrape : collision speed -> attack time
#
[!AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=ScrapeComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=70.0
control_ID=7
control_value_boundary1=0.2
control_value_boundary2=0.1
exponent=1.0
dump_value=0
#
# Scrape : linear velocity -> amplitude
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=ScrapeComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=100.0
control_ID=3
control_value_boundary1=0.8
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Scrape : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=ScrapeComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=200.0
control_ID=4
control_value_boundary1=-400.0
control_value_boundary2=400.0
exponent=0.5
dump_value=0
#------------------------------------------------------------------
#
# Booster : resource select
#
[AudioResourceSelector]
audio_source=BoosterComponent
audio_resource_index=BoosterIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=BoosterResourceSelect
#
# Booster : Linear velocity -> resource select
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=BoosterResourceSelect
attribute_value_boundary1=30.0
attribute_value_boundary2=150.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=1.0
dump_value=0
#
# Boost Loop : filter smoother -> filter
#
[AudioControlSmoother]
audio_component=BoosterLoopComponent
number_of_samples=7
control_ID=5
name=BoosterLoopFilterSmoother
#
# Boost Loop : angular velocity -> filter smoother
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=1
motion_value=3
audio_component=BoosterLoopFilterSmoother
attribute_value_boundary1=0.0
attribute_value_boundary2=0.3
control_ID=5
control_value_boundary1=0.1
control_value_boundary2=0.8
exponent=0.4
dump_value=0
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Wind trigger
#------------------------------------------------------------------
#
[AudioMotionTrigger]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CockpitWindComponent
attribute_value_threshold=5.0
control_ID_on=1
control_ID_off=2
control_value_on=0.0
control_value_off=0.0
inverse_trigger=0
dump_value=0
#
#------------------------------------------------------------------
# Turbulence trigger
#------------------------------------------------------------------
#
[AudioMotionTrigger]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CockpitTurbComponent
attribute_value_threshold=70.0
control_ID_on=1
control_ID_off=2
control_value_on=0.0
control_value_off=0.0
inverse_trigger=0
dump_value=0
#
#------------------------------------------------------------------
# Engine thrust trigger
#------------------------------------------------------------------
#
# HACK - seems to require this for when the entity first appears
[AudioControlSend]
audio_component=EngineThrustComponent
control_ID=1
control_value=0.0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=EngineThrustComponent
trigger_state=0
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=EngineThrustComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Scrape trigger
#------------------------------------------------------------------
#
[L4AudioCollisionTrigger]
subsystem=Entity
attribute=CollisionState
normal_attribute=CollisionNormal
audio_component=ScrapeComponent
trigger_state=2
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=CollisionState
audio_component=ScrapeComponent
trigger_state=2
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Death trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent01
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent02
trigger_state=2
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent01
trigger_state=2
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=DeathComponent02
trigger_state=2
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
#
#------------------------------------------------------------------
# Horn trigger
#------------------------------------------------------------------
#
[AudioIntegerTrigger]
subsystem=ControlsMapper
attribute=HornBlast
audio_component=HornComponent
attribute_value_threshold=0.0
control_ID_on=1
control_ID_off=2
control_value_on=0.0
control_value_off=0.0
inverse_trigger=0
dump_value=0
+121
View File
@@ -0,0 +1,121 @@
#
#------------------------------------------------------------------
# VTV laser Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Laser fire component
#
[DirectPatchSource]
location=OriginLocation
resource=LaserFireInt01
position=0
priority=3
mix_presence=2
volume_mix_level=0.75
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=LaserFireIntComponent
#
# Laser fire empty component
#
[DirectPatchSource]
location=OriginLocation
resource=LaserFireIntEmpty
position=0
priority=3
mix_presence=0
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=LaserFireIntEmptyComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Laser Fire : resource select
#
[AudioResourceSelector]
audio_source=LaserFireIntComponent
audio_resource_index=LaserFireIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=LaserFireIntResourceSelect
#
# Laser Fire : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserFireIntResourceSelect
control_ID=100
sample_duration=0.0
name=LaserFireIntSampleAndHold
+74
View File
@@ -0,0 +1,74 @@
#
#------------------------------------------------------------------
# VTV Mine Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Mine release component
#
[DirectPatchSource]
location=OriginLocation
resource=MineRelease01
position=1
priority=3
mix_presence=2
volume_mix_level=0.95
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.5
name=MineReleaseComponent
#
# L€
+109
View File
@@ -0,0 +1,109 @@
#
#------------------------------------------------------------------
# VTV rivets Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Rivet fire left component
#
[DirectPatchSource]
location=OriginLocation
resource=RivetFireLeft
position=0
priority=3
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.25
name=RivetFireLeftComponent
#
# Rivet fire right component
#
[DirectPatchSource]
location=OriginLocation
resource=RivetFireRight
position=0
priority=3
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.25
name=RivetFireRightComponent
#
# Rivet fire center component
#
[DirectPatchSource]
location=OriginLocation
resource=RivetFireCenter
position=0
priority=3
mix_presence=2
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=0.25
name=RivetFireCenterComponent
+101
View File
@@ -0,0 +1,101 @@
#
#------------------------------------------------------------------
# Wellhead Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Wellhead drill component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=WellheadDrill01
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=WellheadDrillComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Wellhead drill : Start control
#
[AudioControlSend]
audio_component=WellheadDrillComponent
control_ID=1
control_value=0.0
+101
View File
@@ -0,0 +1,101 @@
#
#------------------------------------------------------------------
# Wellhead Capped Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Wellhead drill component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=WellheadDrill02
priority=1
mix_presence=3
volume_mix_level=0.9
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=WellheadDrillComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Wellhead drill : Start control
#
[AudioControlSend]
audio_component=WellheadDrillComponent
control_ID=1
control_value=0.0
+101
View File
@@ -0,0 +1,101 @@
#
#------------------------------------------------------------------
# Wellhead Device Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=-35.83, 27.30, -68.80
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Wellhead device component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=WellheadDevice01
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=WellheadDeviceComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Wellhead drill : Start control
#
[AudioControlSend]
audio_component=WellheadDeviceComponent
control_ID=1
control_value=0.0
+101
View File
@@ -0,0 +1,101 @@
#
#------------------------------------------------------------------
# Wellhead Device Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.00,14.40,-47.70
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# HVAC component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=HVAC03
priority=1
mix_presence=3
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=0
compression_duration=0.0
name=HVACComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Start control
#
[AudioControlSend]
audio_component=HVACComponent
control_ID=1
control_value=0.0
+201
View File
@@ -0,0 +1,201 @@
[ordinals]
bitmap=Ordinal::BitMap::1
bitmap=Ordinal::BitMap::2
bitmap=Ordinal::BitMap::3
bitmap=Ordinal::BitMap::4
[Ordinal::BitMap::1]
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=000038000003C000001FF00000000F00
bitmap=0000F8000003C000003FF80000000F00
bitmap=0001F8000003C00000707C0000000F00
bitmap=0001F8000003C00000603C0000000F00
bitmap=00007801FC0FF00000003C3DF807FF00
bitmap=00007803FE0FF00000003C3FFC0FFF00
bitmap=00007803C703C00000003C3E3C1F0F00
bitmap=000078078303C0000000783C1E1E0F00
bitmap=000078078003C0000000783C1E1E0F00
bitmap=00007807C003C0000000F03C1E1E0F00
bitmap=00007807F003C0000001E03C1E1E0F00
bitmap=00007803FC03C0000003C03C1E1E0F00
bitmap=00007801FE03C0000007803C1E1E0F00
bitmap=000078007F03C000000F003C1E1E0F00
bitmap=000078001F03C000001E003C1E1E0F00
bitmap=000078000F03C000003C003C1E1E0F00
bitmap=000078060F03C0000078003C1E1E0F00
bitmap=000078071E03E0000078003C1E1F1F00
bitmap=00007803FE01F000007FFC3C1E0FFF00
bitmap=00007801FC00F000007FFC3C1E07EF00
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
x=128
y=32
width=8
[Ordinal::BitMap::2]
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=001FFF0000003C0000003C03C0780000
bitmap=001FFF0000003C0000007C03C0780000
bitmap=00000E0000003C000000FC03C0780000
bitmap=00003C0000003C000001BC03C0780000
bitmap=0000700F3E1FFC000003BC0FF07BF000
bitmap=0001E00F7E3FFC0000073C0FF07FF800
bitmap=0003800FFE7C3C0000063C03C07C7800
bitmap=0007F80FFE783C00000C3C03C0783C00
bitmap=0007FE0F80783C0000183C03C0783C00
bitmap=00001E0F00783C0000383C03C0783C00
bitmap=00000F0F00783C0000703C03C0783C00
bitmap=00000F0F00783C00007FFF03C0783C00
bitmap=00000F0F00783C00007FFF03C0783C00
bitmap=00000F0F00783C0000003C03C0783C00
bitmap=00000F0F00783C0000003C03C0783C00
bitmap=00000F0F00783C0000003C03C0783C00
bitmap=00180F0F00783C0000003C03C0783C00
bitmap=001C1F0F007C7C0000003C03E0783C00
bitmap=000FFE0F003FFC0000003C01F0783C00
bitmap=0007FC0F001FBC0000003C00F0783C00
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
x=128
y=32
width=8
[Ordinal::BitMap::3]
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=001FFF03C07800000000FC03C0780000
bitmap=001FFF03C07800000003FC03C0780000
bitmap=001E0003C07800000007C003C0780000
bitmap=001E0003C0780000000F0003C0780000
bitmap=001E000FF07BF000000F000FF07BF000
bitmap=001E000FF07FF800001E000FF07FF800
bitmap=001E0003C07C7800001E0003C07C7800
bitmap=001FFC03C0783C00001EFC03C0783C00
bitmap=001FFE03C0783C00001FFE03C0783C00
bitmap=00001F03C0783C00001F1F03C0783C00
bitmap=00000F03C0783C00001E0F03C0783C00
bitmap=00000F03C0783C00001E0F03C0783C00
bitmap=00000F03C0783C00001E0F03C0783C00
bitmap=00000F03C0783C00001E0F03C0783C00
bitmap=00000F03C0783C00001E0F03C0783C00
bitmap=00000F03C0783C00001E0F03C0783C00
bitmap=00180F03C0783C00001E0F03C0783C00
bitmap=001C1F03E0783C00001F1F03E0783C00
bitmap=000FFE01F0783C00000FFE01F0783C00
bitmap=0007FC00F0783C000007FC00F0783C00
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
x=128
y=32
width=8
[Ordinal::BitMap::4]
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=001FFF03C07800000007FC03C0780000
bitmap=001FFF03C0780000000FFE03C0780000
bitmap=00000F03C0780000001F1F03C0780000
bitmap=00000F03C0780000001E0F03C0780000
bitmap=00000F0FF07BF000001E0F0FF07BF000
bitmap=00001F0FF07FF800001E0F0FF07FF800
bitmap=00001E03C07C7800001E0F03C07C7800
bitmap=00003E03C0783C00001E0F03C0783C00
bitmap=00003C03C0783C00000F1E03C0783C00
bitmap=00003C03C0783C000007FC03C0783C00
bitmap=00007803C0783C000007FC03C0783C00
bitmap=00007803C0783C00000F1E03C0783C00
bitmap=00007803C0783C00001E0F03C0783C00
bitmap=0000F003C0783C00001E0F03C0783C00
bitmap=0000F003C0783C00001E0F03C0783C00
bitmap=0000F003C0783C00001E0F03C0783C00
bitmap=0000F003C0783C00001E0F03C0783C00
bitmap=0000F003E0783C00000F1E03E0783C00
bitmap=0000F001F0783C00000FFE01F0783C00
bitmap=0000F000F0783C000007FC00F0783C00
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
x=128
y=32
width=8
[largebitmap]
bitmap=BitMap::Large::Slag
[BitMap::Large::Slag]
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=0000000001FC0F000000000000000000
bitmap=0000000003FE0F000000000000000000
bitmap=0000000007C70F000000000000000000
bitmap=0000000007830F000000000000000000
bitmap=0000000007800F01FF00FFE000000000
bitmap=0000000007800F03FF81FFE000000000
bitmap=0000000007C00F0707C3E1E000000000
bitmap=0000000007E00F0603C3C1E000000000
bitmap=0000000003F00F0003C3C1E000000000
bitmap=0000000001F80F0003C3C1E000000000
bitmap=0000000000FC0F0003C3C1E000000000
bitmap=00000000007E0F01FFC3C1E000000000
bitmap=00000000003F0F03FFC3C1E000000000
bitmap=00000000001F0F07C3C3C1E000000000
bitmap=00000000000F0F0783C3C1E000000000
bitmap=00000000000F0F0783C3C1E000000000
bitmap=00000000060F0F0783C3C1E000000000
bitmap=00000000071F0F03C7C3E3E000000000
bitmap=0000000003FE0F03FFC1FFE000000000
bitmap=0000000001FC0F00FBC0FDE000000000
bitmap=0000000000000000000001E000000000
bitmap=0000000000000000000001E000000000
bitmap=0000000000000000000301E000000000
bitmap=0000000000000000000383E000000000
bitmap=00000000000000000001FFC000000000
bitmap=00000000000000000000FF8000000000
x=128
y=32
width=8
[smallbitmap]
bitmap=BitMap::Small::Slag
[BitMap::Small::Slag]
bitmap=00000000000000000000000000000000
bitmap=000000000000000000001E3000000000
bitmap=000031300000000000003031F0FC0000
bitmap=00003832198C000000001C30198C0000
bitmap=00000E31F98C000000000733198C0000
bitmap=00000333198C000000002333198C0000
bitmap=00001E31F8FC000000000000000C0000
bitmap=00000000010C00000000000000F80000
x=64
y=16
width=4
+32
View File
@@ -0,0 +1,32 @@
hmi*.386
bitmaps.egg
build.bat
dearcrp.bat
makeegg.bat
menu.bat
rp.bat
rpcam.bat
rpgo.bat
rplook.bat
rpnet.bat
rpprep.bat
setenv.bat
showenv.bat
rpl4.bld
test.bld
vr*.*
32*.exe
build*.exe
flyk.exe
netnub.exe
resli*.exe
rpl4*.exe
*.ini
dpmi*.ovl
rpl4.res
audio\*.*
gauge\*.*
maps\*.*
models\*.*
solids\*.*
video\*.*
+6
View File
@@ -0,0 +1,6 @@
@echo off
rem build.bat
set s0=test.bld
if not exist %s0% set s0=
rpl4tool.exe -b rpl4.bld %s0%
set s0=
+2
View File
@@ -0,0 +1,2 @@
vcsdir=s:\resource\rp\l4\cameras
+19
View File
@@ -0,0 +1,19 @@
rem --------------------------------------
rem - %1=o restore to the directory
rem - %1=f freshen to the directory
rem - %2=path to the zipfile
rem --------------------------------------
if "%1"=="o" goto RESTORE
if "%1"=="f" goto FRESHEN
:RESTORE
pkunzip -o -d %2\rp.zip
goto END
:FRESHEN
pkunzip -n -d %2\rp.zip
goto END
:END
+7
View File
@@ -0,0 +1,7 @@
joystick.ini
audio\vcs.cfg
gauge\vcs.cfg
maps\vcs.cfg
models\vcs.cfg
solids\vcs.cfg
rpl4tool.exe
Binary file not shown.
+15
View File
@@ -0,0 +1,15 @@
[object]
gatfile=gauge.gat
[lods]
level0=100000
[vertices]
v0=50, 0, 100
v1=-50, 0, 100
v2=-50, 0, -100
v3=50, 0, -100
[level0]
linelist=a_concrete v0 v1 v2 v3 v0
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+70
View File
@@ -0,0 +1,70 @@
[object]
gatfile=gauge.gat
[lods]
level0=0.1
level1=1
level2=10
level3=100000
[vertices]
v0=1, 0, -4.5
v1=1, 0, 4.8
v2=-1, 0, 4.8
v3=-1, 0, -4.5
v4=-1, 0, 4
v5=-2.8, 0, 3.2
v6=-2.8, 0, -3.2
v7=-1, 0, -4
v8=2.8, 0, -3.2
v9=2.8, 0, 3.2
v10=1, 0, 4
v11=1, 0, -4
v12=-3.8, 0, -2.7
v13=-2.8, 0, -1.3
v14=-3.8, 0, -1.8
v15=-3.8, 0, -0.5
v16=-2.8, 0, -1
v17=-2.8, 0, 0.9
v18=-3.8, 0, 0.4
v19=-3.8, 0, 1.7
v20=-2.8, 0, 1.2
v21=-2.8, 0, 3.1
v22=-3.8, 0, 2.6
v23=3.8, 0, 1.7
v24=3.8, 0, 2.6
v25=2.8, 0, 3.1
v26=2.8, 0, 1.2
v27=3.8, 0, -0.5
v28=3.8, 0, 0.4
v29=2.8, 0, 0.9
v30=2.8, 0, -1
v31=3.8, 0, -2.7
v32=3.8, 0, -1.8
v33=2.8, 0, -1.3
v34=-2.8, 0, 3.5
v35=0, 0, -4.6
v36=2.6, 0, 3.5
[level0]
linelist=a_vtv v0 v1 v2 v3 v0
linelist=a_vtv v4 v5 v6 v7 v4
linelist=a_vtv v8 v9 v10 v11 v8
linelist=a_vtv v12 v6 v13 v14 v12
linelist=a_vtv v15 v16 v17 v18 v15
linelist=a_vtv v19 v20 v21 v22 v19
linelist=a_vtv v23 v24 v25 v26 v23
linelist=a_vtv v27 v28 v29 v30 v27
linelist=a_vtv v31 v32 v33 v8 v31
[level1]
linelist=a_vtv v4 v22 v12 v7 v4
linelist=a_vtv v31 v24 v10 v11 v31
linelist=a_vtv v0 v1 v2 v3 v0
[level2]
linelist=a_vtv v0 v31 v24 v1 v2 v22 v12 v3 v0
[level3]
linelist=a_vtv v34 v35 v36 v34
Binary file not shown.
+20
View File
@@ -0,0 +1,20 @@
[object]
gatfile=gauge.gat
[lods]
level0=10000
[vertices]
v0=-50, 0, 15
v1=-45, 0, -15
v2=-35, 0, -45
v3=-10, 0, -50
v4=10, 0, -50
v5=30, 0, -35
v6=45, 0, -15
v7=50, 0, 50
v8=-50, 0, 50
[level0]
linelist=a_redrock v0 v1 v2 v3 v4 v5 v6 v7 v8 v0

Some files were not shown because too many files have changed in this diff Show More