Files
TeslaRel410/CONTENT/BT/AUDIO/FOTINT.SCP
T
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
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>
2026-07-02 13:21:58 -05:00

132 lines
2.8 KiB
Plaintext

#
###################################################################
# FootFall component
###################################################################
#
[macro]
FootFallTopAcceleration=10
FootFallTopAngularSpeed=0.6
#
###################################################################
# Mech Foot Fall Internal Audio Script
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=FootFallInt01
position=FrontDirectPatchPosition
priority=0
mix_presence=4
volume_mix_level=FootFallVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=True
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
name=FootFallComponent
#------------------------------------------------------------------
#
# amplitude mixer -> amplitude
#
[AudioControlMixer]
audio_component=FootFallComponent
first_input_control_ID=100
last_input_control_ID=101
output_control_ID=VolumeAudioControlID
name=FootFallAmplitudeMixer
#
# filter mixer -> filter
#
[AudioControlMixer]
audio_component=FootFallComponent
first_input_control_ID=100
last_input_control_ID=101
output_control_ID=BrightnessAudioControlID
name=FootFallFilterMixer
#
# control splitter
#
[AudioControlSplitter]
audio_component=FootFallAmplitudeMixer
audio_component=FootFallFilterMixer
name=FootFallSplitter
#
# smoother1 -> splitter
#
[AudioControlSmoother]
audio_component=FootFallSplitter
number_of_samples=Sample2Sec
control_ID=100
name=FootFallSmoother1
#
# linear acceleration -> smoother1
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalAcceleration
motion_type=LinearMotionType
motion_value=LengthMotionValue
audio_component=FootFallSmoother1
attribute_value_boundary1=0.0
attribute_value_boundary2=FootFallTopAcceleration
control_ID=100
control_value_boundary1=0.0
control_value_boundary2=1.0
exponent=0.4
dump_value=False
#
# smoother2 -> splitter
#
[AudioControlSmoother]
audio_component=FootFallSplitter
number_of_samples=Sample1Sec
control_ID=101
name=FootFallSmoother2
#
# angular velocity -> smoother2
#
[AudioMotionScale]
subsystem=Entity
attribute=LocalVelocity
motion_type=AngularMotionType
motion_value=LengthMotionValue
audio_component=FootFallSmoother2
attribute_value_boundary1=0.0
attribute_value_boundary2=FootFallTopAngularSpeed
control_ID=101
control_value_boundary1=0.0
control_value_boundary2=0.4
exponent=0.4
dump_value=False
#------------------------------------------------------------------
[AudioLogicalTrigger]
subsystem=Entity
attribute=FootStep
audio_component=FootFallComponent
attribute_match_value=True
control_ID=StartAudioControlID
control_value=2.0
dump_value=False