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>
194 lines
4.2 KiB
Plaintext
194 lines
4.2 KiB
Plaintext
#
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#------------------------------------------------------------------
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# Gator Audio Script
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#------------------------------------------------------------------
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#
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#
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#------------------------------------------------------------------
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# AudioRenderTypes
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#
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# TransientAudioRenderType = 0
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# SustainedAudioRenderType = 1
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#
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#------------------------------------------------------------------
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# AudioSourcePriority
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#
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# MinAudioSourcePriority = 0
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# LowAudioSourcePriority = 1
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# MedAudioSourcePriority = 2
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# HighAudioSourcePriority = 3
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# MaxAudioSourcePriority = 4
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#
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#------------------------------------------------------------------
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# AudioSourceMixPresence
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#
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# ManualAudioSourceMixPresence = 0
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# MaxAudioSourceMixPresence = 1
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# HighAudioSourceMixPresence = 2
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# MedAudioSourceMixPresence = 3
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# LowAudioSourceMixPresence = 4
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# MinAudioSourceMixPresence = 5
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#
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#------------------------------------------------------------------
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# AudioControlID
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#
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# NullAudioControlID = 0
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# StartAudioControlID = 1
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# StopAudioControlID = 2
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# VolumeAudioControlID = 3
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# PitchAudioControlID = 4
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# BrightnessAudioControlID = 5
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# AttackVolumeAudioControlID = 6
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# AttackTimeAudioControlID = 7
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# AudioControlIDCount = 8
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#
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#
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#------------------------------------------------------------------
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# Includes
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#------------------------------------------------------------------
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#
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[include]
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file=audio\vtvint.scp
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file=audio\vtvrvt.scp
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file=audio\vtvmne.scp
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file=audio\chute.scp
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#
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#------------------------------------------------------------------
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# Booster trigger
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#------------------------------------------------------------------
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#
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[AudioStateTrigger]
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subsystem=Booster1
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attribute=SimulationState
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audio_component=BoosterComponent
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Booster2
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attribute=SimulationState
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audio_component=BoosterComponent
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Booster1
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attribute=SimulationState
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audio_component=BoosterComponent
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trigger_state=1
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inverse_trigger=1
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control_ID=2
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Booster2
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attribute=SimulationState
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audio_component=BoosterComponent
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trigger_state=1
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inverse_trigger=1
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control_ID=2
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Entity
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attribute=SimulationState
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audio_component=BoosterComponent
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trigger_state=2
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inverse_trigger=0
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control_ID=2
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control_value=0.0
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dump_value=0
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# Booster Loop
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[AudioStateTrigger]
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subsystem=Booster1
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attribute=SimulationState
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audio_component=BoosterLoopComponent
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Booster2
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attribute=SimulationState
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audio_component=BoosterLoopComponent
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Booster1
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attribute=SimulationState
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audio_component=BoosterLoopComponent
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trigger_state=1
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inverse_trigger=1
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control_ID=2
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Booster2
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attribute=SimulationState
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audio_component=BoosterLoopComponent
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trigger_state=1
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inverse_trigger=1
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control_ID=2
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control_value=0.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Entity
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attribute=SimulationState
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audio_component=BoosterLoopComponent
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trigger_state=2
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inverse_trigger=0
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control_ID=2
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control_value=0.0
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dump_value=0
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#
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#------------------------------------------------------------------
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# Rivet trigger
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#------------------------------------------------------------------
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#
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[AudioStateTrigger]
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subsystem=RivetGun
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attribute=SimulationState
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audio_component=RivetFireCenterComponent
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=0.5
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dump_value=0
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#
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#------------------------------------------------------------------
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# Mine trigger
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#------------------------------------------------------------------
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#
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[AudioStateTrigger]
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subsystem=DemopackDropper
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attribute=SimulationState
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audio_component=MineReleaseComponent
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=1.0
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dump_value=0
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