# ################################################################### # Mech Missile Audio Script ################################################################### # # ################################################################### # Missile Fire component ################################################################### # [DirectPatchSource] location=OriginLocation resource=MissileFireResource position=RearDirectPatchPosition priority=3 mix_presence=3 volume_mix_level=MissileFireVolume pitch_mix_offset=MissileFirePitchOffset brightness_mix_level=1.0 use_brightness_scale=False use_attack_time_scale=False has_compression_curve=True compression_duration=0.5 name=MissileFireComponent # ################################################################### # Missile Loading component ################################################################### # [DirectPatchSource] location=OriginLocation resource=MissileLoadingResource position=RearDirectPatchPosition priority=1 mix_presence=0 volume_mix_level=MissileLoadingVolume pitch_mix_offset=0.0 brightness_mix_level=1.0 use_brightness_scale=False use_attack_time_scale=False has_compression_curve=False compression_duration=0.0 name=MissileLoadingComponent # ################################################################### # Missile Loaded component ################################################################### # [DirectPatchSource] location=OriginLocation resource=MissileLoadedResource position=RearDirectPatchPosition priority=3 mix_presence=2 volume_mix_level=MissileLoadedVolume pitch_mix_offset=0.0 brightness_mix_level=1.0 use_brightness_scale=False use_attack_time_scale=False has_compression_curve=True compression_duration=1.0 name=MissileLoadedComponent #------------------------------------------------------------------ [AudioControlSequence] audio_component=MissileLoadedComponent tempo=160 midi_file=audio\prjldd01.mid is_looped=False dump_value=False name=MissileLoadedSequence [AudioIdleWatcher] audio_component=MissileLoadedSequence # ################################################################### # Missile TriggerDuringLoad component ################################################################### # [DirectPatchSource] location=OriginLocation resource=MissileTriggerDuringLoadResource position=FrontDirectPatchPosition priority=2 mix_presence=0 volume_mix_level=MissileTriggerDuringLoadVolume pitch_mix_offset=0.0 brightness_mix_level=1.0 use_brightness_scale=False use_attack_time_scale=False has_compression_curve=False compression_duration=0.0 name=MissileTriggerDuringLoadComponent # ################################################################### # Missile Misfire component ################################################################### # [DirectPatchSource] location=OriginLocation resource=MissileMisfireResource position=RearDirectPatchPosition priority=3 mix_presence=2 volume_mix_level=MissileMisfireVolume pitch_mix_offset=0.0 brightness_mix_level=1.0 use_brightness_scale=False use_attack_time_scale=False has_compression_curve=True compression_duration=1.0 name=MissileMisfireComponent #------------------------------------------------------------------ [AudioControlSequence] audio_component=MissileMisfireComponent tempo=160 midi_file=audio\mslmfr01.mid is_looped=False dump_value=False name=MissileMisfireSequence [AudioIdleWatcher] audio_component=MissileMisfireSequence # ################################################################### # Missile Jam component ################################################################### # [DirectPatchSource] location=OriginLocation resource=MissileJamResource position=RearDirectPatchPosition priority=3 mix_presence=2 volume_mix_level=MissileJamVolume pitch_mix_offset=0.0 brightness_mix_level=1.0 use_brightness_scale=False use_attack_time_scale=False has_compression_curve=True compression_duration=1.0 name=MissileJamComponent #------------------------------------------------------------------ [AudioControlSequence] audio_component=MissileJamComponent tempo=160 midi_file=audio\mslldd01.mid is_looped=False dump_value=False name=MissileJamSequence [AudioIdleWatcher] audio_component=MissileJamSequence