Presenting our first package: Sound!
Sound includes 2 scripts, evo_sound (Audio API) and evo_sound_player (Audio Player)
Brings a new dimension to your server’s audio experience, featuring sound filtering, allowing sounds to originate from vehicles or interiors, and stereo effect that positions audio in 3D space.
With the ability to play music from multiple sources, such as cars, boomboxes, or designated audio zones, this script will completely transform your server audio experience.
Features
evo_sound:
Supports spotify, youtube and soundcloud (less than 1 second to load, up to 1,5 hour of length)
Supports all web audio formats
Interior/water/custom sound filter
Built-in entity attach system
3D audio with multiple algorithms (linear, exponential or square)
Spatial stereo audio with configurable multiplier
Streamermode command
Volume menu, easily change volume or choose to sync it with game volume
evo_sound_player:
Best audio player UI
Youtube music search
Audio Streams support, add your custom radios to the player
Car audio: filtering when player is outside, sound wont be filtered when doors/windows are open
Boomboxes: you can place, move and save your boombox, use them as a item or command
Sound zones: create sound zones for everyone/specific job
Best syncronization ever, sound keeps synced when players reconnect or when they are far from the sound
Compatibility
evo_sound is fully standalone, compatible with any framework. Full compatibility with xsound and interact_sound is also provided
evo_sound_player has QBcore and ESX support, as well as standalone, support for other frameworks can be added from non-escrow locked file.
Thanks! It works with any MLO, doesnt matter if its from base game or custom.
And there is no filter between rooms, I discarded that idea during development due to the lack of a native to get room key at coords, however, if I see its requested I will try to find a workaround to implement it
I think we both use WebAudio API instead of iframes so in theory its really similar
We include our own API to fetch sounds instead of making every server run their own one, we also have some other features like multiple distance algorithms, no-loss zone, water filter, filter transition time and /volume menu
Is it possible to run sound through Mumble at all in some manner to utilize the game’s audio occlusion?
I don’t know much about sound api yet for fivem, and I was thinking about creating something. It seems there are a few options out there, so I might hold off on writing my own.
Also, do you have just the API available as a sort of replacement for xSound instead of having to purchase both the API and the player?
I think you can’t, native audio can only play sounds that are pre-loaded and mumble can’t be played at a given coords.
And there is no option to buy the API alone, the package itself is the API, the player is more like an addon to show what the API is capable of, but, if you are interested we have a launch offer so you can get it a bit cheaper