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>
120 lines
2.8 KiB
Plaintext
120 lines
2.8 KiB
Plaintext
#
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###################################################################
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# Medium 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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# MediumExplosion 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=AuxExplosion01
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priority=0
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mix_presence=3
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volume_mix_level=MediumExplosionVolume
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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=MediumExplosionComponent
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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=MediumExplosionComponent
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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=MediumExplosionPitchSampleAndHold
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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=MediumExplosionComponent
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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=MediumExplosionBrightnessSampleAndHold
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#------------------------------------------------------------------
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[AudioControlSplitter]
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audio_component=MediumExplosionPitchSampleAndHold
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audio_component=MediumExplosionBrightnessSampleAndHold
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audio_component=MediumExplosionComponent
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name=MediumExplosionSplitter
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[AudioControlSequence]
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audio_component=MediumExplosionSplitter
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tempo=160
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midi_file=audio\medexp01.mid
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is_looped=False
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dump_value=False
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name=MediumExplosionSequence
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[AudioIdleWatcher]
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audio_component=MediumExplosionSequence
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#------------------------------------------------------------------
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[AudioControlSend]
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audio_component=MediumExplosionSequence
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control_ID=StartAudioControlID
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control_value=0.0
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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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