Files
TeslaRel410/CONTENT/BT/AUDIO/MSLCMP.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

172 lines
4.3 KiB
Plaintext

#
###################################################################
# Mech Missile Audio Script
###################################################################
#
#
###################################################################
# Missile Fire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=MissileFireResource
position=RearDirectPatchPosition
priority=3
mix_presence=3
volume_mix_level=MissileFireVolume
pitch_mix_offset=MissileFirePitchOffset
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
name=MissileFireComponent
#
###################################################################
# Missile Loading component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=MissileLoadingResource
position=RearDirectPatchPosition
priority=1
mix_presence=0
volume_mix_level=MissileLoadingVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=False
compression_duration=0.0
name=MissileLoadingComponent
#
###################################################################
# Missile Loaded component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=MissileLoadedResource
position=RearDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=MissileLoadedVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=True
compression_duration=1.0
name=MissileLoadedComponent
#------------------------------------------------------------------
[AudioControlSequence]
audio_component=MissileLoadedComponent
tempo=160
midi_file=audio\prjldd01.mid
is_looped=False
dump_value=False
name=MissileLoadedSequence
[AudioIdleWatcher]
audio_component=MissileLoadedSequence
#
###################################################################
# Missile TriggerDuringLoad component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=MissileTriggerDuringLoadResource
position=FrontDirectPatchPosition
priority=2
mix_presence=0
volume_mix_level=MissileTriggerDuringLoadVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=False
compression_duration=0.0
name=MissileTriggerDuringLoadComponent
#
###################################################################
# Missile Misfire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=MissileMisfireResource
position=RearDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=MissileMisfireVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=True
compression_duration=1.0
name=MissileMisfireComponent
#------------------------------------------------------------------
[AudioControlSequence]
audio_component=MissileMisfireComponent
tempo=160
midi_file=audio\mslmfr01.mid
is_looped=False
dump_value=False
name=MissileMisfireSequence
[AudioIdleWatcher]
audio_component=MissileMisfireSequence
#
###################################################################
# Missile Jam component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=MissileJamResource
position=RearDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=MissileJamVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=True
compression_duration=1.0
name=MissileJamComponent
#------------------------------------------------------------------
[AudioControlSequence]
audio_component=MissileJamComponent
tempo=160
midi_file=audio\mslldd01.mid
is_looped=False
dump_value=False
name=MissileJamSequence
[AudioIdleWatcher]
audio_component=MissileJamSequence