Files
TeslaRel410/sda4/RPDAVE/AUDIO/RVTEXPI.SCP
T
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

151 lines
3.4 KiB
Plaintext

#
#------------------------------------------------------------------
# Rivet Explode Internal 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
#
#
#------------------------------------------------------------------
# Audio locations
#------------------------------------------------------------------
#
[L4AudioLocation]
location_offset=0.0,0.0,0.0
name=OriginLocation
#
#------------------------------------------------------------------
# Audio source components
#------------------------------------------------------------------
#
#
# Rivet Explode component
#
[!Dynamic3DPatchSource]
location=OriginLocation
resource=RivetHitInt01
priority=2
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
name=RivetExplodeIntComponent
[Static3DPatchSource]
location=OriginLocation
resource=RivetHitInt01
priority=2
mix_presence=2
volume_mix_level=1.0
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=0
use_attack_time_scale=0
has_compression_curve=1
compression_duration=1.0
use_internal=0
name=RivetExplodeIntComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Rivet Explode : resource select
#
[AudioResourceSelector]
audio_source=RivetExplodeIntComponent
audio_resource_index=RivetHitIntIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=RivetHitIntResourceSelect
#
# Rivet Explode : Sample and hold -> resource select
#
[AudioSampleAndHold]
audio_component=RivetHitIntResourceSelect
control_ID=100
sample_duration=0.0
name=RivetHitIntSampleAndHold
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Rivet Explode : Sample
#
[AudioControlSend]
audio_component=RivetHitIntSampleAndHold
control_ID=1
control_value=0.0
#
# Rivet Explode : Start control
#
[AudioControlSend]
audio_component=RivetExplodeIntComponent
control_ID=1
control_value=1.5