Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
136 lines
3.1 KiB
Plaintext
136 lines
3.1 KiB
Plaintext
#
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###################################################################
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# Mech Collision Internal Collision Audio Script
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###################################################################
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#
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[macro]
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CollisionTopSpeed=25
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CollisionTopAngularSpeed=0.8
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#
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###################################################################
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# Collision 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=Collision01
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priority=2
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mix_presence=3
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volume_mix_level=CollisionVolume
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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=CollisionComponent
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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=CollisionComponent
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audio_resource_index=CollisionIndex
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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=CollisionResourceSelect
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#
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# angular speed -> resource select
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=AngularMotionType
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motion_value=LengthMotionValue
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audio_component=CollisionResourceSelect
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attribute_value_boundary1=0.0
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attribute_value_boundary2=CollisionTopAngularSpeed
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control_ID=100
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control_value_boundary1=0.0
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control_value_boundary2=1.0
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exponent=0.5
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dump_value=False
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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=CollisionComponent
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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=100
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name=CollisionPitchSampleAndHold
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#------------------------------------------------------------------
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#
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# collision speed -> attack volume
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=CollisionTopSpeed
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control_ID=AttackVolumeAudioControlID
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control_value_boundary1=0.8
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control_value_boundary2=1.0
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exponent=0.5
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dump_value=False
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#------------------------------------------------------------------
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#
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# collision speed -> filter
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=CollisionTopSpeed
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control_ID=BrightnessAudioControlID
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control_value_boundary1=0.7
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control_value_boundary2=1.0
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exponent=1.0
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dump_value=False
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#------------------------------------------------------------------
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[AudioStateTrigger]
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subsystem=Entity
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attribute=CollisionState
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audio_component=CollisionPitchSampleAndHold
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trigger_state=Mech::InitialHitState
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=0.0
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dump_value=False
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[L4AudioCollisionTrigger]
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subsystem=Entity
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attribute=CollisionState
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normal_attribute=CollisionNormal
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audio_component=CollisionComponent
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trigger_state=Mech::InitialHitState
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control_ID=StartAudioControlID
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control_value=3.0
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dump_value=False
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