Need help with Vehicle Audio (Obey Rocoto)
I need help with replacing vehicle audio, I am trying to replace audio files for Obey Rocoto from about 2 hours, but without success, i don't know which file in Streamed_Vehicles_Granular.rpf Rocoto use, biggest problem is that Rocoto uses most generic engine sound in game, listening to game audio takes too long. For this moment i replaced 10 vehicle sounds and still nothing
I'm devising a new technique for figuring out exactly what engine sound file any particular vehicle in the game uses, hopefully we can help each other out
It's still in the early testing stages, but indicates that the Rocoto uses this file:
Perhaps you could test that, & if it works, let me know
@a63nt-5m1th would this particular technique be used to understand blank audio hashes and why some sounds can't be heard?
I'm not sure, just beginning to get an idea of how the vehicles are connected to certain audio files. Totally in my element tho, hopefully found something new to dig into & try & figure out how it works , so you never know what might pop up.
Where are the blank audio hashes? If they are the ones in 'vehicles.meta' a blank 'audioNameHash' line like this:
just means the 'audioNameHash' is the same as the vehicle's 'modelName'
Are the sounds that can't be heard ones that you have edited or vanilla ones? The only time I've had a engine sound be silent is when I've downloaded an add-on that uses a dlc engine sound from a dlc that I've disabled.
Give me a bit more info & I'll have a better idea of what you mean
@a63nt-5m1th what I mean is, let's say I want to change my audio to an Adder, ya the game just looks for the audio file Adder, but for a normal car that's blank, so no name, it points to a file that describes the engine and not the car name. So how does the game know what audio file to use if the car name doesn't match the engine name?
Related to an audio problem I'm having when DLC audios get modified, it somehow broke that connection between the name of the car and the name of the engine audio file. Not sure if any of that made sense.
but for a normal car that's blank, so no name
What do you mean there? How do you mean 'blank'?
A car has to have a 'modelName' or it won't spawn. The only cars that have names that the game doesn't natively understand, are add-ons & it that case you have to put something into the 'audioNameHash' line which tells it what audio to use.
So all you are doing is editing the files in the dlc '.awc' & that is causing the engine sound for the dlc vehicle to become silent? I wonder if R* have somehow changed the constraints on some of the dlc audio files so they have more restrictions on what you can do with them?
Have you tried an straight import/export (in whatever audio editor you are using) without editing anything else about the files to see if that works?
Is it the volume you are changing? Because I have had silence issues with certain audio files when I tried to make them louder (or quieter), like there was an invisible limit to how far you could push them either way, before they would just cut out & become silent in-game.
If when you replace the edited files back to the vanilla ones, they start working again, I can only think the issue is in the edits made to the file/s. Some additional R* restrictions/constraints that make editing them trickier etc.
@a63nt-5m1th ok ill start off again. On my mod I have increased the volume of the DLC vehicles. The DLC vehicles are fine, the ones with name.awc but I have been told by multiple people for some reason it breaks cars that use a blank audio hash. So the cars that use DLC sounds work, which are modded, but it breaks the regular sounds that are not modded. I can only trace it to the cars that have a blank audio hash, the ones that refer to enginesound.awc in the x64 directories. I know the game has name references and hash references, so maybe changing the DLC changes the hash of all audio leading to non DLC cars having no sound.
Ok, so editing the dlc engine sounds causes other vehicles with blank 'audioNameHash' lines, not from that dlc & that get their engine sounds from files like 'musclecar_1_us_v8.awc' etc to lose their sound instead?
Aye, that's a weird one
Have you confirmed the issue in your game, or is it just some people that are affected?
Also, if the 'audioNameHash' line of a silent car is filled with it's name, does it get it's sound back?
@a63nt-5m1th I just started looking into it, trying to make a list of all cars that work and all that doesn't. Would be helpful if I knew what cars used what sounds, but it's not straight since ya like your example they are engine sounds, not names. I'll do some more testing tomorrow, no access to gta right now (modding withdraws, life responsibilities)
I need to confirm my process is correct, at the moment I'm doing what we did with OpenIV's Hash Generator in the other thread, but this time the other way around, where I have to guess what 'hash_B4D51AE7' etc might be & then put guesses into the Hash Generator & see if I get the right hash back lol .
Send me a list sometime of all the vehicle's that you want to know the '.awc' files for & I'll send you back a list if/when I confirm I'm correct in my assumptions.
You've given me a good idea, I should be able to confirm my process with the vehicles that use their own name '.awc's ('sanchez.awc/marshall.awc' etc). Cheers
Made a few tutorials outlining the most prominent parts of what I discovered last night.
I think the third one will be of particular interest to you, given it will probably offer you a solution to your dlc blank audio hash issue & if you want it, a whole new way of editing GTA sounds
- [ Tutorial ] - How to find the engine sound ('.awc') file for any vehicle
- [ Tutorial ] - How to Edit the Pitch of a Vehicle's Engine
- [ Tutorial ] - How to Increase/Decrease the Volume of a Vehicle's Engine (without editing the '.awc')
They all follow the same basic procedure. It looks complicated, I couldn't help that , but once you do it once or twice it becomes second nature & super easy.
I didn't tested it already, but I am going to, I was in other part of my country for 2 days, btw First tuto in your last post should be useful for me in future, i didn't knew which hash in rel files coresponds to which car.
Edit: It was mine main problem, btw R* logic, V8 Car (Engine under hood looks like V8) uses Inline 4 sound, I was replacing every V8/B6/V6 sounds which sounded similar.
Edit: DLC Cars got their sound in their own AWC file, for example if you want replace Issi Sport (Issi7) sound you must search for Issi7.awc in dlc folder, but i think you know it already, you had too long conversation and am lazy.
Let us know how you get on with the Rocoto
Pretty confident of the process I used to find the engine sound now, everything I've thrown at it has worked out & given me the right result.
@ProPlayer2137 the file you are looking for the Rocoto is sportscar_4_eur_4_cyl. I just deleted the file and it was silence in game.
@a63nt-5m1th I just tried to increase the volume on the Adder. Found the value, increased it to 100, 300, 500, 1000, and I couldn't hear any sound increase. Any additional files I have to edit? Also looking at the lines above the master volume, if i can get it to work it would only increase the engine and exhaust accel?
I found this posted on the Discord, thought this would be a great place to have it for a reference.
sports_saloon_1_eur_4cyl # used by fbiold
truck_large_1_us_v12 - broken
truck_medium_us_6cyl - broken
Tested the adder & it defo works for me (try '9999' to confirm. As well as making it louder it will distort the audio, add a little reverb & make the sound of npc adders unmissable, just keep your speaker volume low to start with )
Make sure you are in the right place, the adder's 'VehicleEngineGranular/MasterVolume' should look like this:
<Item type="VehicleEngineGranular" ntOffset="364388"> <Name>hash_FE2C005B</Name> <Unk00 value="0xAAAAA955" /> <MasterVolume value="0" /> <EngineAccel>hash_F57247B7</EngineAccel> <ExhaustAccel>hash_11311331</ExhaustAccel> <Unk04 value="0" /> <Unk05 value="0" /> <Unk06 value="0" /> <Unk07 value="0" /> <Unk08 value="0" /> <Unk09 value="0" /> <Unk10 value="0" /> <Unk11 value="0" /> <Unk12 value="0" /> <Unk13 value="600" /> <Unk14 value="600" />
Also, make sure you are editing the files in:
...\mods\update\ update.rpf \x64\audio\config (ie not '...\mods\x64\audio\audio_rel.rpf\config')
I've edited the tut to make that clearer.
Pretty sure the 'MasterVolume' only affects the volume of the sounds mentioned in the 'VehicleEngineGranular' section. So yeah, just engine & exhaust (for both player & npc vehicles).
How do I upload things to gta 5 I dont have online so is that why
Better off creating your own thread to ask questions in, that way the title will appear & people are more likely to see it.
Also, include as much info as possible in your post, be detailed about what you are trying to do & the issue you are having. Don't spare the keyboard, the more info the better & the more likely someone will be able to give you a quick answer