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bullet hit sound



  • how can i change the sound when bullet hit the body? please help!!!!



  • @vikramsingh9994
    There are multiple different sounds used when a bullet hits a person/ped in GTA V. You can find some of them in 'collision.awc' certainly, & possibly also 'collisions.awc' as well (not sure). Both are located within 'RESIDENT.rpf':

    'RESIDENT.rpf' vanilla/'game' folder location:
    ...Grand Theft Auto V\x64\audio\sfx\RESIDENT.rpf

    'RESIDENT.rpf' 'mods' folder location:
    ...Grand Theft Auto V\mods\x64\audio\sfx\RESIDENT.rpf

    Tip:
    You can use Ctrl+F3 in OpenIV to search for files in your game by name & even choose to search everywhere (vanilla 'game' folder & 'mods' folder) or only the 'game' folder, or only the 'mods' folder. Use the 'Search area:' drop down selection in the Ctrl+F3 search box to choose where you want to search.

    Edit just the body hit sounds (no head/limb/feet sounds edited):
    If you just want the sounds that are created when a bullet hits a peds body (ie not head or limbs or feet etc, but just the body), I think they are these ones:

    'collision.awc:'

    • BODY_4.wav
    • BODY_5.wav
    • BODY_6.wav
    • BODY_7.wav
    • BODY_8.wav
    • BODY_9.wav
    • BODY_10.wav
    • BODY_11.wav
    • BODY_12.wav
    • BODY_13.wav

    Edit all hit confirm sounds for all parts of the ped's body:
    If you want to find all the hit confirm sounds, no matter what part of the entire body they hit (head, limbs, feet, chest, back, etc, ie all body parts), I'm not sure where they all are, but I think I might have a way for you to find them all: :thumbsup:

    Note:
    I presume, given you want to edit sounds you have done this already, but have to say:
    Before starting this next part, it's probably a good idea to copy the 'x64' audio folder (this one: '...Grand Theft Auto V\x64') from your 'Grand Theft Auto V' root folder & paste it into your 'mods' folder so it ends up here: '...Grand Theft Auto V\mods\x64'. That will ensure that if later on you need to edit sounds, you won't be editing the vanilla sounds in place, but rather will be editing a duplicate of them in the 'mods' folder (that way, if you mess anything up, you always have a working copy of the files in the 'game' folder to go back to etc).

    Instructions:

    • Download the 'MP3 (Max Payne 3) Ragdoll Fall Sounds & Bullet Hit Sounds 1.0' mod.
    • Open it & find the 'collision.awc' & 'collisions.awc' within it.
    • Drop them into OpenIV in a random folder (create one somewhere).
    • Right-click them individually & select 'Export to openFormats (.oac)'.
    • Export them to a folder location of your choice (name it appropriately or export them to the Max Payne folder etc, so you know what is what).
    • If you then look in that folder, you'll see a 'collision.oac'/'collisions.oac' file & a folder of the same name/s with all the '.wav' files in it.

    Next, in OpenIV navigate to:

    ...Grand Theft Auto V\x64\audio\sfx\RESIDENT.rpf

    • & export those versions of the files ('collision.awc' & 'collisions.awc') to a different location (name the folder 'vanilla' or something etc)
    • Next, download WinMerge (100% free)
    • Install WinMerge & then open it & select 'File' tab > 'Open' & a new File/Folder compare box will open.
    • In the '1st File or Folder' browse box select the vanilla 'collision' folder you exported to openFormats earlier.
    • In the '2nd File or Folder' browse box select the Max Payne 'collision' folder you exported to openFormats earlier.
    • Now hit the '[Compare]' button (bottom right).
    • WinMerge will then compare the files in both the folders & tell you which ones are different (they will be highlighted yellow).
    • Somewhere in those yellow highlighted '.wav' files (~72 of them for 'collision.awc') will be the ones you are looking for:

    Files in the Max Payne mod 'collision.awc' that are different to vanilla 'collision.awc':'

    0x0058D71A.wav
    0x01B1AF7D.wav
    0x01F2DB91.wav
    0x067740BD.wav
    0x069240EF.wav
    0x079F84BB.wav
    0x098BE43E.wav
    0x0A8CEB82.wav
    0x0AF989C2.wav
    0x0EC309A0.wav
    0x0F4934FB.wav
    0x126350E5.wav
    0x13E9D3EC.wav
    0x1828E420.wav
    0x1843E452.wav
    0x1A35D1A1.wav
    0x1B0C873B.wav
    0x1B87D5B5.wav
    0x1BAF54B8.wav
    0x1BF66406.wav
    0x1C9FE55F.wav
    0x1CB82D3F.wav
    0x1CED9044.wav
    0x1D9B494A.wav
    BODY_10.wav
    BODY_11.wav
    BODY_12.wav
    BODY_13.wav
    BODY_4.wav
    BODY_5.wav
    BODY_6.wav
    BODY_7.wav
    BODY_8.wav
    BODY_9.wav
    CHIPBOARD_4.wav
    FOOT_1.wav
    FOOT_2.wav
    FOOT_3.wav
    FOOT_4.wav
    FOOT_5.wav
    FOOT_6.wav
    FOOT_7.wav
    LIMB_1.wav
    LIMB_2.wav
    LIMB_3.wav
    LIMB_4.wav
    LIMB_5.wav
    LIMB_6.wav
    PED_CAR_BODY_COLLISION_1.wav
    PED_CAR_BODY_COLLISION_2.wav
    PED_CAR_BODY_COLLISION_3.wav
    PED_CAR_BODY_COLLISION_4.wav
    PED_CAR_BODY_COLLISION_5.wav
    PED_CAR_BODY_COLLISION_6.wav
    PED_CAR_GORE_COLLISION_1.wav
    PED_CAR_GORE_COLLISION_2.wav
    PED_CAR_GORE_COLLISION_3.wav
    PED_CAR_GORE_COLLISION_4.wav
    PED_CAR_GORE_COLLISION_5.wav
    PED_CAR_GORE_COLLISION_6.wav
    SCUFF_1.wav
    SCUFF_10.wav
    SCUFF_11.wav
    SCUFF_12.wav
    SCUFF_2.wav
    SCUFF_3.wav
    SCUFF_4.wav
    SCUFF_5.wav
    SCUFF_6.wav
    SCUFF_7.wav
    SCUFF_8.wav
    SCUFF_9.wav
    
    • Some (LIMB/FOOT/BODY etc) will be easy to identify, other's may have their names in hex (hex are the ones starting '0x########').
    • Have a listen through them one by one & see which ones you can identify as ped hit confirm sounds.
    • Any you are not sure of, change them to another hard to miss sound (like a dumpvalve, or voice file etc), after that, reimport them by dragging the 'collision.oac' back into your 'mods' folder 'RESIDENT.rpf' & then load up the game & shoot some peds to see if they are the right ones or not.
    • It's probably going to take a little time & quite a few sound edits/loads of the game to find them all, but at least it will be possible.

    After you are finished with 'collision.awc', do the same for 'collisions.awc', until you find every sound you want to edit.

    Any issues/questions, give me a shout in this thread :thumbsup:



  • @a63nt-5m1th thank you for the reply i really appreciate the explanation but i have some issues when i try to change melee.awc sounds, all hit sounds stop working.



  • @vikramsingh9994
    What format are your edited '.wav's? (they need to be 16-bit PCM mono files) & are you using openFormats to export & reinstall them? (ie always use right-click '.awc' > 'Export to openFormats', not 'Extract' or 'Export to WAVE (.wav)' etc)

    Instructions:
    As mentioned, make sure you export the '.awc' to openFormats first (right-click '.awc' > 'Export to openFormats'). You'll then get a '.oac' file & folder of the same name (with all the '.wav's in it). Edit the '.wav's in that folder:

    For editing the audio files, Audacity is free & does it well:

    • In Audacity, leave the audio files as mono (don't convert them to stereo or anything). If your replacement sound is stereo, convert it to mono or delete one of the channels etc.

    • Some GTA V audio files don't follow this next rule, but usually it's best to make sure the file is the exact same length as the original. A good way to do this is to import the original & then make your replacement sound fit within the time of the original.

    • Once finished editing/replacing the sound in the '.wav/s select > 'File' tab > 'Export' > 'Export as WAV/Export Multiple...' etc & be sure to select 'WAV (Microsoft) signed 16-bit PCM' in the 'Save as type' dropdown before hitting '[Save]' & then '[OK]'.

    • Replace the original '.wav' file/s in the exported folder (the folder next to the '.oac'. Note: The '.oac' & folder have to have the same name to reimport successfully, just so you know) & then drag & drop just the '.oac' back into the original location in OpenIV to convert your replacement sounds to '.awc' format & replace the original '.awc' file.

    Try that out & see how you get on :thumbsup:


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