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:
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#
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#------------------------------------------------------------------
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# VTV Collision Audio Script
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#------------------------------------------------------------------
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#
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#
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#------------------------------------------------------------------
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# AudioRenderTypes
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#
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# TransientAudioRenderType = 0
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# SustainedAudioRenderType = 1
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#
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#------------------------------------------------------------------
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# AudioSourcePriority
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#
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# MinAudioSourcePriority = 0
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# LowAudioSourcePriority = 1
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# MedAudioSourcePriority = 2
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# HighAudioSourcePriority = 3
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# MaxAudioSourcePriority = 4
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#
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#------------------------------------------------------------------
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# AudioSourceMixPresence
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#
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# ManualAudioSourceMixPresence = 0
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# MaxAudioSourceMixPresence = 1
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# HighAudioSourceMixPresence = 2
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# MedAudioSourceMixPresence = 3
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# LowAudioSourceMixPresence = 4
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# MinAudioSourceMixPresence = 5
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#
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#------------------------------------------------------------------
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# AudioControlID
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#
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# NullAudioControlID = 0
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# StartAudioControlID = 1
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# StopAudioControlID = 2
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# VolumeAudioControlID = 3
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# PitchAudioControlID = 4
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# BrightnessAudioControlID = 5
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# AttackVolumeAudioControlID = 6
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# AttackTimeAudioControlID = 7
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# AudioControlIDCount = 8
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#
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#
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# Collision component
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#
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[Static3DPatchSource]
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location=OriginLocation
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resource=CollisionInt01
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priority=2
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mix_presence=0
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volume_mix_level=1.0
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=1
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has_compression_curve=0
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compression_duration=0.0
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name=CollisionComponent
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#
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# Collision component2
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#
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[Static3DPatchSource]
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location=OriginLocation
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resource=CollisionInt01
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priority=2
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mix_presence=0
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volume_mix_level=1.0
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=1
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has_compression_curve=0
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compression_duration=0.0
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name=CollisionComponent2
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#------------------------------------------------------------------
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#
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# Collision : resource select
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#
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[AudioResourceSelector]
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audio_source=CollisionComponent
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audio_resource_index=CollisionIntIndex
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control_ID=100
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min_control_value=0.0
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max_control_value=1.0
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dump_value=0
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name=CollisionResourceSelect
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#
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# Collision2 : resource select
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#
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[AudioResourceSelector]
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audio_source=CollisionComponent2
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audio_resource_index=CollisionIntIndex
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control_ID=100
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min_control_value=0.0
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max_control_value=1.0
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dump_value=0
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name=CollisionResourceSelect2
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#
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# Collision : collision speed -> resource select
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionResourceSelect
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attribute_value_boundary1=2.0
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attribute_value_boundary2=30.0
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control_ID=100
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control_value_boundary1=0.0
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control_value_boundary2=1.0
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exponent=0.5
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dump_value=0
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#
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# Collision2 : collision speed -> resource select
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionResourceSelect2
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attribute_value_boundary1=2.0
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attribute_value_boundary2=30.0
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control_ID=100
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control_value_boundary1=0.0
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control_value_boundary2=1.0
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exponent=0.2
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dump_value=0
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#
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# Collision : collision speed -> attack time
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=30.0
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control_ID=7
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control_value_boundary1=0.12
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control_value_boundary2=0.0
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exponent=0.3
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dump_value=0
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#
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# Collision2 : linear velocity -> attack time
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=CollisionComponent2
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attribute_value_boundary1=0.0
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attribute_value_boundary2=200.0
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control_ID=7
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control_value_boundary1=0.12
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control_value_boundary2=0.0
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exponent=0.3
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dump_value=0
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#
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# Collision : linear velocity -> attack volume
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=CollisionComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=100.0
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control_ID=6
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control_value_boundary1=0.9
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control_value_boundary2=1.0
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exponent=0.5
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dump_value=0
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#
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# Collision2 : collision speed -> attack volume
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionComponent2
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attribute_value_boundary1=0.0
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attribute_value_boundary2=30.0
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control_ID=6
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control_value_boundary1=0.9
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control_value_boundary2=1.0
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exponent=0.5
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dump_value=0
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#
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# Collision : linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=CollisionComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=100.0
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control_ID=4
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control_value_boundary1=-400.0
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control_value_boundary2=0.0
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exponent=3.0
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dump_value=0
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#
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# Collision2 : collision speed -> pitch
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionComponent2
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attribute_value_boundary1=0.0
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attribute_value_boundary2=30.0
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control_ID=4
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control_value_boundary1=-500.0
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control_value_boundary2=-100.0
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exponent=0.4
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dump_value=0
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#
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#------------------------------------------------------------------
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# Collision trigger
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#------------------------------------------------------------------
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#
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[L4AudioCollisionTrigger]
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subsystem=Entity
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attribute=CollisionState
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normal_attribute=CollisionNormal
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audio_component=CollisionComponent
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trigger_state=1
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control_ID=1
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control_value=1.5
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dump_value=0
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[L4AudioCollisionTrigger]
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subsystem=Entity
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attribute=CollisionState
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normal_attribute=CollisionNormal
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audio_component=CollisionComponent2
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trigger_state=1
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control_ID=1
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control_value=1.5
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dump_value=0
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