# #------------------------------------------------------------------ # 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