Files
TeslaRel410/CONTENT/RP/AUDIO/DPEXP.SCP
T
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
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>
2026-07-02 13:21:58 -05:00

124 lines
2.9 KiB
Plaintext

#
#------------------------------------------------------------------
# Demopack Explode 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
#------------------------------------------------------------------
#
#
# Mine Explode component
#
[Dynamic3DPatchSource]
location=OriginLocation
resource=MineExplode01
priority=1
mix_presence=2
volume_mix_level=0.9
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=0.5
name=MineExplodeComponent
#
#------------------------------------------------------------------
# Non-trigger watchers
#------------------------------------------------------------------
#
#------------------------------------------------------------------
#
# Mine Explode : resource select
#
[!AudioResourceSelector]
audio_source=RivetExplodeComponent
audio_resource_index=RivetExplodeIndex
control_ID=100
min_control_value=0.0
max_control_value=1.0
dump_value=0
name=RivetExplodeResourceSelect
#
# Mine Explode : sample and hold -> resource select
#
[!AudioSampleAndHold]
audio_component=RivetExplodeResourceSelect
#
#------------------------------------------------------------------
# Trigger watchers
#------------------------------------------------------------------
#
#
# Mine Explode : Start control
#
[AudioControlSend]
audio_component=MineExplodeComponent
control_ID=1
control_value=3.0