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>
535 lines
11 KiB
Plaintext
535 lines
11 KiB
Plaintext
#
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#------------------------------------------------------------------
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# External VTV 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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# Audio locations
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#------------------------------------------------------------------
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#
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[L4AudioLocation]
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location_offset=0.0,0.0,0.0
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name=OriginLocation
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#
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#------------------------------------------------------------------
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# Audio source components
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#------------------------------------------------------------------
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#
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#
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# Engine combo component
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=EngineComboExt01
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priority=1
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mix_presence=2
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volume_mix_level=0.95
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=EngineComboComponent
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#
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# Collision component
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=CollisionExt01
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priority=1
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mix_presence=2
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volume_mix_level=1.0
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=1
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compression_duration=1.0
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name=CollisionComponent
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#
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# Booster component
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=BoosterExt01
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priority=1
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mix_presence=2
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volume_mix_level=1.0
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=1
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compression_duration=1.0
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name=BoosterComponent
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#
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# Booster loop component
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=BoosterLoopExt01
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priority=1
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mix_presence=2
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volume_mix_level=1.0
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=1
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compression_duration=1.0
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name=BoosterLoopComponent
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#
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# Death component1
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=DeathExt01
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priority=1
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mix_presence=2
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volume_mix_level=1.0
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=1
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compression_duration=2.0
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name=DeathComponent1
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#
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# Death component2
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=DeathExt01
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priority=1
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mix_presence=2
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volume_mix_level=1.0
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pitch_mix_offset=-200
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=1
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compression_duration=2.0
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name=DeathComponent2
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#
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# Horn component
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=Horn01
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position=0
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priority=1
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mix_presence=0
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volume_mix_level=1.0
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=HornComponent
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#
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#------------------------------------------------------------------
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# Non-trigger watchers
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#------------------------------------------------------------------
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#
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#------------------------------------------------------------------
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#
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# Engine combo : amplitude smoother -> amplitude
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#
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[AudioControlSmoother]
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audio_component=EngineComboComponent
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number_of_samples=4
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control_ID=3
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name=EngineComboAmplitudeSmoother
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#
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# Engine combo : amplitude mixer -> amplitude smoother
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#
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[AudioControlMixer]
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audio_component=EngineComboAmplitudeSmoother
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first_input_control_ID=100
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last_input_control_ID=103
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output_control_ID=3
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name=EngineComboAmplitudeMixer
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#
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# Engine combo : linear acceleration -> amplitude mixer
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalAcceleration
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motion_type=0
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motion_value=3
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audio_component=EngineComboAmplitudeMixer
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attribute_value_boundary1=0.0
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attribute_value_boundary2=7.0
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control_ID=3
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control_value_boundary1=0.0
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control_value_boundary2=1.0
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exponent=0.2
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dump_value=0
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#
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# Engine combo : linear velocity -> amplitude mixer
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=EngineComboAmplitudeMixer
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attribute_value_boundary1=0.0
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attribute_value_boundary2=250.0
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control_ID=3
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control_value_boundary1=0.0
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control_value_boundary2=1.0
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exponent=0.2
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dump_value=0
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#
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# Engine combo : linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=EngineComboComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=250.0
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control_ID=4
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control_value_boundary1=-700.0
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control_value_boundary2=1200.0
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exponent=0.5
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dump_value=0
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#
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# Engine combo : linear velocity -> filter
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=EngineComboComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=250.0
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control_ID=5
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control_value_boundary1=1.0
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control_value_boundary2=0.78
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exponent=2.0
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dump_value=0
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#------------------------------------------------------------------
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#
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# Collision : resource select
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#
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[AudioResourceSelector]
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audio_source=CollisionComponent
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audio_resource_index=CollisionExtIndex
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control_ID=100
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min_control_value=0.0
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max_control_value=1.0
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dump_value=0
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name=CollisionResourceSelect
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#
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# Collision : collision speed -> resource select
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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motion_type=0
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motion_value=3
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audio_component=CollisionResourceSelect
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attribute_value_boundary1=2.0
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attribute_value_boundary2=30.0
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control_ID=100
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control_value_boundary1=0.0
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control_value_boundary2=1.0
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exponent=0.3
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dump_value=0
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#
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# Collision : collision speed -> attack time
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#
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[!AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=30.0
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control_ID=7
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control_value_boundary1=0.18
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control_value_boundary2=0.0
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exponent=0.2
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dump_value=0
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#
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# Collision : collision speed -> attack volume
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#
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[AudioScalarScale]
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subsystem=Entity
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attribute=CollisionSpeed
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audio_component=CollisionComponent
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attribute_value_boundary1=2.0
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attribute_value_boundary2=30.0
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control_ID=6
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control_value_boundary1=0.9
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control_value_boundary2=1.0
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exponent=0.5
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dump_value=0
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#
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# Collision : linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=CollisionComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=200.0
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control_ID=4
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control_value_boundary1=0.0
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control_value_boundary2=-400.0
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exponent=0.3
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dump_value=0
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#
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#------------------------------------------------------------------
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# Trigger watchers
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#------------------------------------------------------------------
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#
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#
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#------------------------------------------------------------------
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# Engine combo trigger
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#------------------------------------------------------------------
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#
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# HACK - seem to require this for when the replicant first appears
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[AudioControlSend]
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audio_component=EngineComboComponent
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control_ID=1
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control_value=0.0
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[AudioStateTrigger]
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subsystem=Entity
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attribute=SimulationState
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audio_component=EngineComboComponent
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trigger_state=0
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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=Entity
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attribute=SimulationState
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audio_component=EngineComboComponent
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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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# Collision trigger
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#------------------------------------------------------------------
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#
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[AudioStateTrigger]
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subsystem=Entity
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attribute=CollisionState
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audio_component=CollisionComponent
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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=1.5
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dump_value=0
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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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[AudioLogicalTrigger]
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subsystem=Entity
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attribute=BoosterOn
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audio_component=BoosterComponent
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attribute_match_value=1
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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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[AudioLogicalTrigger]
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subsystem=Entity
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attribute=BoosterOn
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audio_component=BoosterComponent
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attribute_match_value=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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[AudioLogicalTrigger]
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subsystem=Entity
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attribute=BoosterOn
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audio_component=BoosterLoopComponent
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attribute_match_value=1
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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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[AudioLogicalTrigger]
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subsystem=Entity
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attribute=BoosterOn
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audio_component=BoosterLoopComponent
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attribute_match_value=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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# Death trigger
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#------------------------------------------------------------------
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#
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[AudioStateTrigger]
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subsystem=Entity
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attribute=SimulationState
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audio_component=DeathComponent1
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trigger_state=2
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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=Entity
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attribute=SimulationState
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audio_component=DeathComponent1
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trigger_state=2
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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=DeathComponent2
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trigger_state=2
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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=Entity
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attribute=SimulationState
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audio_component=DeathComponent2
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trigger_state=2
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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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#
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#------------------------------------------------------------------
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# Horn trigger
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#------------------------------------------------------------------
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#
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[AudioIntegerTrigger]
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subsystem=Entity
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attribute=HornBlast
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audio_component=HornComponent
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attribute_value_threshold=0.0
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control_ID_on=1
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control_ID_off=2
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control_value_on=0.0
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control_value_off=0.0
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inverse_trigger=0
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dump_value=0
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