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