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TeslaRel410/sda4/BTDAVE/AUDIO/MSLCMP.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

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#
###################################################################
# 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