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>
137 lines
3.1 KiB
Plaintext
137 lines
3.1 KiB
Plaintext
#
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###################################################################
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# Small Burning 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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clipping_scale=0.5
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name=OriginLocation
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#
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###################################################################
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# SmallExplosion component
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###################################################################
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=SmallExplosion01
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priority=0
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mix_presence=3
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volume_mix_level=SmallExplosionVolume
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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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name=SmallExplosionComponent
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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=SmallExplosionComponent
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audio_resource_index=SmallExplosionIndex
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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=SmallExplosionResourceSelect
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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=SmallExplosionResourceSelect
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control_ID=100
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sample_duration=99.0
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name=SmallExplosionSampleAndHold
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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=SmallExplosionComponent
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control_ID=PitchAudioControlID
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sample_duration=99.0
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min_value=-200
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max_value=200
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name=SmallExplosionPitchSampleAndHold
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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=SmallExplosionComponent
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control_ID=BrightnessAudioControlID
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sample_duration=99.0
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min_value=0.7
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max_value=1.0
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name=SmallExplosionBrightnessSampleAndHold
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#------------------------------------------------------------------
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[AudioControlSplitter]
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audio_component=SmallExplosionSampleAndHold
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audio_component=SmallExplosionPitchSampleAndHold
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audio_component=SmallExplosionBrightnessSampleAndHold
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name=SmallExplosionSplitter
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[AudioControlSend]
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audio_component=SmallExplosionSplitter
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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=SmallExplosionComponent
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control_ID=StartAudioControlID
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control_value=3.0
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#
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###################################################################
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# SmallFire component
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###################################################################
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=SmallFireLoop01
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priority=0
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mix_presence=3
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volume_mix_level=SmallFireVolume
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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=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=SmallFireComponent
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#------------------------------------------------------------------
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[AudioControlSend]
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audio_component=SmallFireComponent
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control_ID=StartAudioControlID
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control_value=0.0
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