Mainly trying to add custom engine sound packs but I’m very very new to this and got a server for a few friends & I wanted to add some better sounds to some of the cars but I can’t figure out how to, I’ve checked everywhere I could on google/youtube and everyone just has videos on SP not MP. Thanks
there is some available at GTA5mods
but here is my soundpack i am using
carsounds.rar (57.3 MB)
This is a soundpack im using
download this if you want and start the resource on server.cfg
now go to your custom vehicle
edit this 'audioNameHash' from vehicles.meta (STINGER IS SAMPLE)
<audioNameHash>STINGER</audioNameHash>
replace example: (Shonen included on soundpack)
<audioNameHash>SHONEN</audioNameHash>
Will this work on a FiveM Server for multiplayer as long as I start the resource?
just change your title to server-side of your topic.
people will know what your talking about.
yes it is follow my confusive guide
I did follow your guide got it working for a bit Although I need to change everything over to “fx manifest” instead of lua If you know anything on this or have a template that would be amazing thank you very much
when converting resource.lua to fxmanifest you only need to insert
fx_version 'adamant'
game 'gta5'
remove this
resource_manifest_version
and ofcourse rename the __resource.lua to fxmanifest.lua
you can actually change vehicle sound via lua scripts.
here a sample
RegisterCommand("changesound", function(source, args, rawCommand)
ForceVehicleEngineAudio(GetVehiclePedIsIn(PlayerPedId(),false),args[1])
end, false)
usage
/changesound blista
/changesound shonen (shonen included in the carsoundpack)
ofcourse this is not sync on server
(other client will not hear the change unless you trigger this from server to all clients.)
Do i just do i command that triggerst a server side event or ?
here you go
Client:
local vehicle_sounds = {}
RegisterNetEvent("engine:sound")
AddEventHandler("engine:sound", function(name,plate)
if vehicle_sounds[plate] == nil then
vehicle_sounds[plate] = {}
end
vehicle_sounds[plate].plate = plate
vehicle_sounds[plate].name = name
end)
Citizen.CreateThread(function()
while true do
local mycoords = GetEntityCoords(PlayerPedId())
for k,v in pairs(GetGamePool('CVehicle')) do
if #(mycoords - GetEntityCoords(v, false)) < 100 then
local plate = string.gsub(GetVehicleNumberPlateText(v), "%s+", "")
if vehicle_sounds[plate] ~= nil and vehicle_sounds[plate].plate ~= nil and plate == vehicle_sounds[plate].plate and vehicle_sounds[plate].current ~= vehicle_sounds[plate].name then
ForceVehicleEngineAudio(v,vehicle_sounds[plate].name)
vehicle_sounds[plate].current = vehicle_sounds[plate].name
end
end
end
Wait(2000)
end
end)
Server
RegisterCommand("changesound", function(source, args, rawCommand)
local veh = GetVehiclePedIsIn(GetPlayerPed(source))
if args[1] ~= nil and veh ~= 0 then
plate = string.gsub(GetVehicleNumberPlateText(veh), "%s+", "")
TriggerClientEvent("engine:sound", -1, tostring(args[1]),plate)
end
end, false)
its now up to you how you gonna optimize the code…
usage: /changesound elegy
Can you register this command in QBUS server?
Yes in this code should work with any server it works with mine and we are COMPLETLY standalone only
how do i make .rel files if the file isnt allready a addon sound?
Can anyone create a tablet to change realtime sounds? like an item for tunners?
Does anyone know how to change the volume on a car sound, I have been following this Totorial but for the life of me I can not find out how to Import XML in Open.iv now, I have done everything but the last bit we have a car sound that just way too loud I edited that master volume but cannot get that XML back into a REL everything I tried has ended up crashing the game any help would be amazing
you can’t Import the XML file in OpenIV for that u need Codewalker to do that… Open Codewalker Enable Editmode and Create a New RPF file then Import the XML File