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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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#
#------------------------------------------------------------------
# Speck 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
#
#
#------------------------------------------------------------------
# Includes
#------------------------------------------------------------------
#
[include]
file=audio\vtvint.scp
file=audio\chute.scp
#
#------------------------------------------------------------------
# Booster trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0
# Booster Loop
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster1
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Booster2
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=1
inverse_trigger=1
control_ID=2
control_value=0.0
dump_value=0
[AudioStateTrigger]
subsystem=Entity
attribute=SimulationState
audio_component=BoosterLoopComponent
trigger_state=2
inverse_trigger=0
control_ID=2
control_value=0.0
dump_value=0