Files
CydandClaude Fable 5 db7745fcd0 sda4: commit the Glaze developer hard-drive dump
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>
2026-07-04 19:41:15 -05:00

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#
#------------------------------------------------------------------
# VTV Collision Audio Script
#------------------------------------------------------------------
#
#
#------------------------------------------------------------------
# AudioRenderTypes
#
# TransientAudioRenderType = 0
# SustainedAudioRenderType = 1
#
#------------------------------------------------------------------
# AudioSourcePriority
#
# MinAudioSourcePriority = 0
# LowAudioSourcePriority = 1
# MedAudioSourcePriority = 2
# HighAudioSourcePriority = 3
# MaxAudioSourcePriority = 4
#
#------------------------------------------------------------------
# AudioSourceMixPresence
#
# ManualAudioSourceMixPresence = 0
# MaxAudioSourceMixPresence = 1
# HighAudioSourceMixPresence = 2
# MedAudioSourceMixPresence = 3
# LowAudioSourceMixPresence = 4
# MinAudioSourceMixPresence = 5
#
#------------------------------------------------------------------
# AudioControlID
#
# NullAudioControlID = 0
# StartAudioControlID = 1
# StopAudioControlID = 2
# VolumeAudioControlID = 3
# PitchAudioControlID = 4
# BrightnessAudioControlID = 5
# AttackVolumeAudioControlID = 6
# AttackTimeAudioControlID = 7
# AudioControlIDCount = 8
#
#
# Collision component
#
[Static3DPatchSource]
location=OriginLocation
resource=CollisionInt01
priority=2
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=1
has_compression_curve=0
compression_duration=0.0
name=CollisionComponent
#
# Collision component2
#
[Static3DPatchSource]
location=OriginLocation
resource=CollisionInt01
priority=2
mix_presence=0
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=1
has_compression_curve=0
compression_duration=0.0
name=CollisionComponent2
#------------------------------------------------------------------
#
# Collision : resource select
#
[AudioResourceSelector]
audio_source=CollisionComponent
audio_resource_index=CollisionIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=CollisionResourceSelect
#
# Collision2 : resource select
#
[AudioResourceSelector]
audio_source=CollisionComponent2
audio_resource_index=CollisionIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=CollisionResourceSelect2
#
# Collision : collision speed -> resource select
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionResourceSelect
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision2 : collision speed -> resource select
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionResourceSelect2
attribute_value_boundary1=2.0
attribute_value_boundary2=30.0
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.2
dump_value=0
#
# Collision : collision speed -> attack time
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=7
control_value_boundary1=0.12
control_value_boundary2=0.0
exponent=0.3
dump_value=0
#
# Collision2 : linear velocity -> attack time
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent2
attribute_value_boundary1=0.0
attribute_value_boundary2=200.0
control_ID=7
control_value_boundary1=0.12
control_value_boundary2=0.0
exponent=0.3
dump_value=0
#
# Collision : linear velocity -> attack volume
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=100.0
control_ID=6
control_value_boundary1=0.9
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision2 : collision speed -> attack volume
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent2
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=6
control_value_boundary1=0.9
control_value_boundary2=1.0
exponent=0.5
dump_value=0
#
# Collision : linear velocity -> pitch
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=0
motion_value=3
audio_component=CollisionComponent
attribute_value_boundary1=0.0
attribute_value_boundary2=100.0
control_ID=4
control_value_boundary1=-400.0
control_value_boundary2=0.0
exponent=3.0
dump_value=0
#
# Collision2 : collision speed -> pitch
#
[AudioScalarScale]
subsystem=Entity
attribute=CollisionSpeed
audio_component=CollisionComponent2
attribute_value_boundary1=0.0
attribute_value_boundary2=30.0
control_ID=4
control_value_boundary1=-500.0
control_value_boundary2=-100.0
exponent=0.4
dump_value=0
#
#------------------------------------------------------------------
# Collision trigger
#------------------------------------------------------------------
#
[L4AudioCollisionTrigger]
subsystem=Entity
attribute=CollisionState
normal_attribute=CollisionNormal
audio_component=CollisionComponent
trigger_state=1
control_ID=1
control_value=1.5
dump_value=0
[L4AudioCollisionTrigger]
subsystem=Entity
attribute=CollisionState
normal_attribute=CollisionNormal
audio_component=CollisionComponent2
trigger_state=1
control_ID=1
control_value=1.5
dump_value=0