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>
110 lines
2.6 KiB
Plaintext
110 lines
2.6 KiB
Plaintext
#
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###################################################################
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# Projectile Internal Explosion Audio Script
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###################################################################
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#
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[include]
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file=audio\macros.scp
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#
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###################################################################
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# Audio locations
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###################################################################
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#
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[L4AudioLocation]
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location_offset=0.0,0.0,0.0
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name=OriginLocation
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#
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###################################################################
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# Projectile Internal Explosion component
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###################################################################
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#
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[Static3DPatchSource]
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location=OriginLocation
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resource=MedExplosionInt01
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priority=2
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mix_presence=3
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volume_mix_level=ProjectileExplosionIntVolume
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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=True
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=0.5
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use_internal=False
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name=ProjectileExplosionIntComponent
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#------------------------------------------------------------------
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#
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# resource select
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#
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[AudioResourceSelector]
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audio_source=ProjectileExplosionIntComponent
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audio_resource_index=ProjectileExplosionIntIndex
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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=False
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name=ProjectileExplosionIntResourceSelect
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#
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# sample and hold -> resource select
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#
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[AudioSampleAndHold]
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audio_component=ProjectileExplosionIntResourceSelect
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control_ID=100
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sample_duration=99.0
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name=ProjectileExplosionIntSampleAndHold
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#------------------------------------------------------------------
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#
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# sample and hold -> pitch
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#
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[AudioSampleAndHold]
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audio_component=ProjectileExplosionIntComponent
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control_ID=PitchAudioControlID
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sample_duration=99.0
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min_value=-400
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max_value=400
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name=ProjectileExplosionIntPitchSampleAndHold
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#
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# sample and hold -> filter
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#
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[AudioSampleAndHold]
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audio_component=ProjectileExplosionIntComponent
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control_ID=BrightnessAudioControlID
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sample_duration=99.0
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min_value=0.9
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max_value=1.0
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name=ProjectileExplosionIntBrightnessSampleAndHold
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#------------------------------------------------------------------
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[AudioControlSplitter]
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audio_component=ProjectileExplosionIntSampleAndHold
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audio_component=ProjectileExplosionIntPitchSampleAndHold
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audio_component=ProjectileExplosionIntBrightnessSampleAndHold
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name=ProjectileExplosionIntSplitter
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[AudioControlSend]
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audio_component=ProjectileExplosionIntSplitter
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control_ID=StartAudioControlID
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control_value=0.0
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[AudioControlSend]
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audio_component=ProjectileExplosionIntComponent
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control_ID=StartAudioControlID
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control_value=3.0
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