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TeslaRel410/sda4/BTDAVE/AUDIO/LSRCMP.SCP
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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

288 lines
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#
###################################################################
# Mech Laser Internal Audio Script
###################################################################
#
#
###################################################################
# Laser Fire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=LaserFireResource
position=RearDirectPatchPosition
priority=3
mix_presence=3
volume_mix_level=LaserFireVolume
pitch_mix_offset=LaserFirePitchOffset
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
name=LaserFireComponent
#------------------------------------------------------------------
#
# resource select
#
[AudioResourceSelector]
audio_source=LaserFireComponent
audio_resource_index=LaserFireIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=False
name=LaserFireResourceSelect
#
# sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserFireResourceSelect
control_ID=100
sample_duration=0.0
name=LaserFireSampleAndHold
#
###################################################################
# Laser Sustain component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=LaserSustainResource
position=FrontDirectPatchPosition
priority=3
mix_presence=3
volume_mix_level=LaserSustainVolume
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=0.5
name=LaserSustainComponent
#------------------------------------------------------------------
#
# resource select
#
[AudioResourceSelector]
audio_source=LaserSustainComponent
audio_resource_index=LaserSustainIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=False
name=LaserSustainResourceSelect
#
# sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserSustainResourceSelect
control_ID=100
sample_duration=0.0
name=LaserSustainSampleAndHold
#
###################################################################
# Laser Release component
###################################################################
#
[!DirectPatchSource]
location=OriginLocation
resource=LaserReleaseResource
position=FrontDirectPatchPosition
priority=0
mix_presence=0
volume_mix_level=LaserReleaseVolume
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=LaserReleaseComponent
#------------------------------------------------------------------
#
# resource select
#
[!AudioResourceSelector]
audio_source=LaserReleaseComponent
audio_resource_index=LaserReleaseIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=False
name=LaserReleaseResourceSelect
#
# sample and hold -> resource select
#
[!AudioSampleAndHold]
audio_component=LaserReleaseResourceSelect
control_ID=100
sample_duration=0.0
name=LaserReleaseSampleAndHold
#
###################################################################
# Laser Charge component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=LaserChargeResource
position=RearDirectPatchPosition
priority=1
mix_presence=0
volume_mix_level=LaserChargeVolume
pitch_mix_offset=-300
brightness_mix_level=1.0
use_brightness_scale=True
use_attack_time_scale=False
has_compression_curve=False
compression_duration=0.0
name=LaserChargeComponent
#------------------------------------------------------------------
#
# resource select
#
[AudioResourceSelector]
audio_source=LaserChargeComponent
audio_resource_index=LaserChargeIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=False
name=LaserChargeResourceSelect
#
# sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=LaserChargeResourceSelect
control_ID=100
sample_duration=0.0
name=LaserChargeSampleAndHold
#
###################################################################
# Laser Loaded component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=LaserLoadedResource
position=RearDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=LaserLoadedVolume
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=LaserLoadedComponent
#------------------------------------------------------------------
[AudioControlSequence]
audio_component=LaserLoadedComponent
tempo=160
midi_file=audio\lsrldd01.mid
is_looped=False
dump_value=False
name=LaserLoadedSequence
[AudioIdleWatcher]
audio_component=LaserLoadedSequence
#
###################################################################
# Laser TriggerDuringLoad component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=LaserTriggerDuringLoadResource
position=FrontDirectPatchPosition
priority=2
mix_presence=0
volume_mix_level=LaserTriggerDuringLoadVolume
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=LaserTriggerDuringLoadComponent
#
###################################################################
# Laser Misfire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=LaserMisfireResource
position=FrontDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=LaserMisfireVolume
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=LaserMisfireComponent
#
###################################################################
# LaserSeekLevel component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=LaserSeekLevelResource
position=FrontDirectPatchPosition
priority=3
mix_presence=0
volume_mix_level=LaserSeekLevelVolume
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=LaserSeekLevelComponent