Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
Archival snapshot of the Virtual World Entertainment Tesla cockpit
software, 1994-1996: MUNGA engine and L4 pod layer source (Borland
C++ 5.0), BT/RP game code, and game content (models, audio, maps,
gauges, Division renderer data). Includes third-party libraries:
Division dVS/DPL graphics, HMI SOS audio, WATTCP networking.

Files are preserved byte-for-byte (.gitattributes disables all
line-ending conversion). README.md documents the layout, target
hardware, and toolchain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:21:58 -05:00

193 lines
4.9 KiB
Plaintext

#
###################################################################
# Projectile Internal Audio Script
###################################################################
#
#
###################################################################
# Projectile Fire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileFireResource
position=RearDirectPatchPosition
priority=3
mix_presence=3
volume_mix_level=ProjectileFireVolume
pitch_mix_offset=ProjectileFirePitchOffset
brightness_mix_level=1.0
use_brightness_scale=True
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
name=ProjectileFireComponent
#
###################################################################
# Projectile Launch component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileLaunchResource
position=FrontDirectPatchPosition
priority=3
mix_presence=3
volume_mix_level=ProjectileLaunchVolume
pitch_mix_offset=ProjectileLaunchPitchOffset
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
name=ProjectileLaunchComponent
#
###################################################################
# Projectile Loading component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileLoadingResource
position=RearDirectPatchPosition
priority=1
mix_presence=0
volume_mix_level=ProjectileLoadingVolume
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=ProjectileLoadingComponent
#
###################################################################
# Projectile Loaded component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileLoadedResource
position=RearDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=ProjectileLoadedVolume
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=ProjectileLoadedComponent
#------------------------------------------------------------------
[AudioControlSequence]
audio_component=ProjectileLoadedComponent
tempo=160
midi_file=audio\prjldd01.mid
is_looped=False
dump_value=False
name=ProjectileLoadedSequence
[AudioIdleWatcher]
audio_component=ProjectileLoadedSequence
#
###################################################################
# Projectile TriggerDuringLoad component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileTriggerDuringLoadResource
position=FrontDirectPatchPosition
priority=2
mix_presence=0
volume_mix_level=ProjectileTriggerDuringLoadVolume
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=ProjectileTriggerDuringLoadComponent
#
###################################################################
# Projectile Misfire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileMisfireResource
position=RearDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=ProjectileMisfireVolume
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=ProjectileMisfireComponent
#------------------------------------------------------------------
[AudioControlSequence]
audio_component=ProjectileMisfireComponent
tempo=160
midi_file=audio\prjmfr01.mid
is_looped=False
dump_value=False
name=ProjectileMisfireSequence
[AudioIdleWatcher]
audio_component=ProjectileMisfireSequence
#
###################################################################
# Projectile Jam component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileJamResource
position=RearDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=ProjectileJamVolume
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=ProjectileJamComponent
#------------------------------------------------------------------
[AudioControlSequence]
audio_component=ProjectileJamComponent
tempo=160
midi_file=audio\prjjam01.mid
is_looped=False
dump_value=False
name=ProjectileJamSequence
[AudioIdleWatcher]
audio_component=ProjectileJamSequence