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>
172 lines
4.3 KiB
Plaintext
172 lines
4.3 KiB
Plaintext
#
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###################################################################
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# Mech Missile Audio Script
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###################################################################
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#
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#
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###################################################################
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# Missile Fire component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=MissileFireResource
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position=RearDirectPatchPosition
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priority=3
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mix_presence=3
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volume_mix_level=MissileFireVolume
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pitch_mix_offset=MissileFirePitchOffset
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=0.5
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name=MissileFireComponent
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#
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###################################################################
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# Missile Loading component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=MissileLoadingResource
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position=RearDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=MissileLoadingVolume
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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=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=MissileLoadingComponent
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#
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###################################################################
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# Missile Loaded component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=MissileLoadedResource
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position=RearDirectPatchPosition
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priority=3
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mix_presence=2
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volume_mix_level=MissileLoadedVolume
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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=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=1.0
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name=MissileLoadedComponent
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#------------------------------------------------------------------
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[AudioControlSequence]
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audio_component=MissileLoadedComponent
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tempo=160
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midi_file=audio\prjldd01.mid
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is_looped=False
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dump_value=False
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name=MissileLoadedSequence
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[AudioIdleWatcher]
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audio_component=MissileLoadedSequence
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#
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###################################################################
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# Missile TriggerDuringLoad component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=MissileTriggerDuringLoadResource
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position=FrontDirectPatchPosition
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priority=2
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mix_presence=0
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volume_mix_level=MissileTriggerDuringLoadVolume
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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=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=MissileTriggerDuringLoadComponent
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#
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###################################################################
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# Missile Misfire component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=MissileMisfireResource
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position=RearDirectPatchPosition
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priority=3
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mix_presence=2
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volume_mix_level=MissileMisfireVolume
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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=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=1.0
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name=MissileMisfireComponent
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#------------------------------------------------------------------
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[AudioControlSequence]
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audio_component=MissileMisfireComponent
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tempo=160
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midi_file=audio\mslmfr01.mid
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is_looped=False
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dump_value=False
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name=MissileMisfireSequence
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[AudioIdleWatcher]
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audio_component=MissileMisfireSequence
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#
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###################################################################
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# Missile Jam component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=MissileJamResource
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position=RearDirectPatchPosition
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priority=3
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mix_presence=2
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volume_mix_level=MissileJamVolume
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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=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=1.0
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name=MissileJamComponent
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#------------------------------------------------------------------
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[AudioControlSequence]
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audio_component=MissileJamComponent
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tempo=160
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midi_file=audio\mslldd01.mid
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is_looped=False
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dump_value=False
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name=MissileJamSequence
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[AudioIdleWatcher]
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audio_component=MissileJamSequence
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