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>
136 lines
3.1 KiB
Plaintext
136 lines
3.1 KiB
Plaintext
#
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#------------------------------------------------------------------
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# Laser Hit Craft 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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# Laser Explode component
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#
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[Dynamic3DPatchSource]
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location=OriginLocation
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resource=LaserHitCraft01
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priority=1
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mix_presence=2
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volume_mix_level=0.9
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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=0.5
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name=LaserHitCraftComponent
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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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# Laser Explode : resource select
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#
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[AudioResourceSelector]
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audio_source=LaserHitCraftComponent
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audio_resource_index=LaserHitCraftIndex
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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=LaserHitCraftResourceSelect
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#
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# Laser Explode : Sample and hold -> resource select
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#
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[AudioSampleAndHold]
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audio_component=LaserHitCraftResourceSelect
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control_ID=100
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sample_duration=0.0
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name=LaserHitCraftSampleAndHold
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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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# Laser Explode : Sample
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#
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[AudioControlSend]
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audio_component=LaserHitCraftSampleAndHold
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control_ID=1
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control_value=0.0
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#
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# Laser Explode : Start control
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#
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[AudioControlSend]
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audio_component=LaserHitCraftComponent
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control_ID=1
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control_value=1.0
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