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

137 lines
3.1 KiB
Plaintext

#
###################################################################
# Small Burning Audio Script
###################################################################
#
[include]
file=audio\macros.scp
#
###################################################################
# Audio locations
###################################################################
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
clipping_scale=0.5
name=OriginLocation
#
###################################################################
# SmallExplosion component
###################################################################
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=SmallExplosion01
priority=0
mix_presence=3
volume_mix_level=SmallExplosionVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=True
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
name=SmallExplosionComponent
#------------------------------------------------------------------
#
# resource select
#
[AudioResourceSelector]
audio_source=SmallExplosionComponent
audio_resource_index=SmallExplosionIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=False
name=SmallExplosionResourceSelect
#
# sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=SmallExplosionResourceSelect
control_ID=100
sample_duration=99.0
name=SmallExplosionSampleAndHold
#------------------------------------------------------------------
#
# sample and hold -> pitch
#
[AudioSampleAndHold]
audio_component=SmallExplosionComponent
control_ID=PitchAudioControlID
sample_duration=99.0
min_value=-200
max_value=200
name=SmallExplosionPitchSampleAndHold
#
# sample and hold -> filter
#
[AudioSampleAndHold]
audio_component=SmallExplosionComponent
control_ID=BrightnessAudioControlID
sample_duration=99.0
min_value=0.7
max_value=1.0
name=SmallExplosionBrightnessSampleAndHold
#------------------------------------------------------------------
[AudioControlSplitter]
audio_component=SmallExplosionSampleAndHold
audio_component=SmallExplosionPitchSampleAndHold
audio_component=SmallExplosionBrightnessSampleAndHold
name=SmallExplosionSplitter
[AudioControlSend]
audio_component=SmallExplosionSplitter
control_ID=StartAudioControlID
control_value=0.0
[AudioControlSend]
audio_component=SmallExplosionComponent
control_ID=StartAudioControlID
control_value=3.0
#
###################################################################
# SmallFire component
###################################################################
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=SmallFireLoop01
priority=0
mix_presence=3
volume_mix_level=SmallFireVolume
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=SmallFireComponent
#------------------------------------------------------------------
[AudioControlSend]
audio_component=SmallFireComponent
control_ID=StartAudioControlID
control_value=0.0