Files
TeslaRel410/CONTENT/RP/AUDIO/ROADBLK.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

220 lines
4.8 KiB
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#
#------------------------------------------------------------------
# Road Block 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\vtvrvt.scp
file=audio\vtvlsr.scp
file=audio\vtvmne.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
#
#------------------------------------------------------------------
# Rivet trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=RivetGun
attribute=SimulationState
audio_component=RivetFireCenterComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
#
#------------------------------------------------------------------
# Laser trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireIntComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=2.0
dump_value=0
[AudioStateTrigger]
subsystem=LaserGun1
attribute=SimulationState
audio_component=LaserFireIntEmptyComponent
trigger_state=3
inverse_trigger=0
control_ID=1
control_value=0.5
dump_value=0
#
#------------------------------------------------------------------
# Mine trigger
#------------------------------------------------------------------
#
[AudioStateTrigger]
subsystem=DemopackDropper
attribute=SimulationState
audio_component=MineReleaseComponent
trigger_state=1
inverse_trigger=0
control_ID=1
control_value=1.0
dump_value=0