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
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[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
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[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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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@@ -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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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@@ -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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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@@ -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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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@@ -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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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@@ -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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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#
#------------------------------------------------------------------
# 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
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@@ -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
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@@ -0,0 +1 @@
vcsdir=s:\resource\rp\l4\audio
+69
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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