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Auto Engine Sound Swapper 2.0

17.864

Sourcecode, for the brave souls trying to port it to FiveM. Thank 13Stewartc for requesting the 2.0 features.

2.0 allows to assign soundswaps to specific tuning items in each tuning category. This allows you to have a car sound change depending on the engine upgrade, for example.

It works with all mod categories.
Check the included futo file to see the file structure and make your own files like that.

2.0 uses xml files while 1.0 uses .ini files. 2.0 is incompatible with 1.0 swaps.

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This script automatically replaces engine sounds on the fly, ingame.

Features
- Any vehicle's engine sound can be swapped with another ingame engine sound
- No setup needed, just install and play
- Modders can add their configs to the script easily
- Easy to modify
- Both Player AND AI benefit from it
- Allows to fix the police sounds problem (read below)
- No performance impact

Non-Features
It does NOT allow you to replace ingame sounds with external sounds.
AudioHash > AudioHash. Custom audiohashes work too.

Fixing the police sounds problem with this Swapper
Turns out emergency vehicles have their soundbanks limited to the original, vanilla emergency vehicles. The limit is now broken, as this script lets modders install any engine sound to their police vehicles via an ingame soundbank replacement, on the fly.


- The sound swaps files -
1.0 -----------------------------------
Check SoundSwaps/VanillaSoundSwaps.ini for an example.
The soundswaps files only take two parameters.
Target - the vehicle whose engine sound we will change.
SoundSwap - the vehicle whose engine sound we will install in the Target.

Add as much as you need, but make sure both values are delared and defined equally. There has to be the same ammount of Targets and SoundSwaps per file.

2.0 -----------------------------------
Check SoundSwaps/futo.xml for an example.
The XML is better structured and it will be clear how it works. Basically you define a mod category (ModType) and a few upgrades within the category (ModID), adding the audionamehash to each item.
That's it.

You can make as many files as you need, just remember the name of the file must be the name of the vehicle model you're applying swaps to.

- Adding sound swaps -
Developers:
Check the /Grand Theft Auto V/Scripts/SoundSwaps/ folder. Use the example files there make your own swaps file, then include that config file it in your mod when you release it.

You do not have permission to include a copy of AutoEngineSoundSwap.dll in your mod. You should link this tool in your mod's description or readme.

Players:
Install any soundswap config files in your /Grand Theft Auto V/Scripts/SoundSwaps/ folder.
You can also edit the default files there, and edit or add as much items as you want.

- REQUIREMENTS -
.NET Framework 4.5.2
Visual C++ 2015
ScriptHookV v1.0.463.1
ScriptHookVDotNet

- How to install -
Extract the files into /Grand Theft Auto V/Scripts/.
1.0 - SoundSwaps folder location should look like "Grand Theft Auto V/Scripts/SoundSwaps/(.ini files)"
2.0 - SoundSwaps folder location should look like "Grand Theft Auto V/Scripts/SoundSwaps/(.xml files)"
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Primeiro envio: 07 de Junho de 2018
Último envio: 01 de Fevereiro de 2020
Último download: há 1 hora atrás

All Versions

 2.0 (current)

12.413 downloads , 5 KB
01 de Fevereiro de 2020

 1.0

5.451 downloads , 5 KB
07 de Junho de 2018

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