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How to create a custom audio hash for peds (HELP!)

  • First off, I'm not sure if this is the right section to post this in, but if it's moved, it's moved. Second, how does one create/edit audio for peds, addon or replace? I know that there are some small edits, mainly for vehicles, but I'm wondering how to make a completely new audio hash, I guess. And if that's not possible, then to edit an existing one.

    I'm wondering because there are quite a few ped mods that could benefit from custom audio, and then I saw this WIP mod by @TheLoneWolf293 and wondered if it was possible to create an entirely new audio hash for add-on peds.

    @Oskar @CamxxCore @ImNotMentaL @SkylineGTRFreak @Elope @FoxtrotDelta @LeeC2202 @V4D3R @ReNNie @rappo @TheSigui

  • @nathanjamesddg151 I don't do scripting anymore, sorry.

    Edit: Sorry.. having just read it... it's not a script that's required... not reading straight, sorry. :(

  • @LeeC2202 I was asking for advice... Not necessarily a script. Do you know anything about this though?

  • @nathanjamesddg151 there are a few people i know, who are working on this, i tried & failed miserably . but i think it is possible, we just don't know how yet.

    Edit: none of the people have had success that i know of.

  • @nathanjamesddg151 I honestly don't know... the only time I use audio hashes is for vehicles. All my addon peds are silent, so it's not something I have looked into.

    I will have a look through the ped meta files I have extracted, maybe the audio hashes relate to a collection of audio clips that are defined somewhere in those meta files.

  • @FoxtrotDelta said in How to create a custom audio hash for peds (HELP!):

    Edit: none of the people have had success that i know of.

    I saw this:

    Seems like someone had some success...

  • @nathanjamesddg151 that must be an audio replace. i didnt' watch the video yet. busy with something.

    i could be wrong.

  • @FoxtrotDelta It is a replace, but it is better than nothing...

  • @nathanjamesddg151 Replace is possible. it's simply swaping sound files.

  • In the peds.meta file, the only audio related element I can see is this <PedVoiceGroup>SILENT_PVG</PedVoiceGroup>

    I think the voice has to be assigned as a separate function, after the ped is spawned.

    There does seem to be a lot more of those <PedVoiceGroup> entries in the peds.ymt but decrypting it results in a lot of hash_collsion values. I'll have to run that decrypted file through my fixer to see if I can get any more sense out of those values... it's not guaranteed though, we seem to be a bit in the dark with regards peds.

    If I find anything at all, I'll post back here.

  • @LeeC2202 thanks.

  • @nathanjamesddg151 Well despite having over 63,000 GTAV related fix values to work with, those hash_collision values didn't get repaired.

    If I search for SILENT_PVG, it only exists in peds.meta or peds.ymt. If it only exists in one file, I can't pull those values from elsewhere to fix them... which is rather annoying. :(

    We have exactly the same problem with the YMT file that defines the appearance, 90% hash_collision and no matching values stored elsewhere to fix them with. I even tried brute forcing with a 650,000 word dictionary but they are often combinations of words or parts of words, so it's impossible.

  • I have made a bit of progress with audio metadata files but the speech metadata files still confuse the hell out of me -https://i.gyazo.com/a760b2e09e3502e0d67a2733415b81f5.png. They are filled with this short 3 byte data type which has no obvious purpose. Maybe it was more clear in GTA IV when these files weren't so heavily protected? Wish someone else still wanted to help me with these files..

  • @CamxxCore there is a need for people to come together on the audios. they are very important. sadly i am occupied. i hope ppl will come and help out.

  • @CamxxCore so... it's an encryption thing?

  • @nathanjamesddg151 Well the nested data formats in these files need to be reversed from scratch. There is really no other way (to change them). Unfortunately some of these files contain 30+ nested types.

  • @CamxxCore I wish I understood a word you said. But it sounds really hard...

  • @nathanjamesddg151 Its more boring than it is difficult. Unfortunately the fun part doesn't come till the end with this kind of thing... :P

  • @CamxxCore Is that the hardest part? Or is that just one major issue?

  • @nathanjamesddg151 Well if we can understand the nested types, it would allow us to change data in the files no problem (Its yet to be seen whether the data is worth changing). But adding new items is a different story, since the files need to be repacked in a certain way. I have yet to understand what the "right" way so thats where I wish I had someone more experienced helping me. My knowledge of data packing techniques is limited. And not a lot of resources online..

  • @CamxxCore Yeah...like almost no resources online.

  • @CamxxCore try 360 version decyrpted files. google em.


    @nathanjamesddg151 Replacing should be relatively easy. Look, for instance, in:

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

    Creating new audio hashes, probably not so easy. :)

    Personally, I have yet to figure out where the game associates which audio with which ped. Could be as simple as matching the ped's name; like


    Is associated with the a_f_m_bevhills_02 ped. So, adding a self-made audio file, like a_f_m_test_01_white_full_01.awc, may well match a a_f_m_test_01 ped. Worth the experiment. :) In fact, this should be a very easy test, as you can just copy an existing .awc file, copy it back under a test name, and create an accompanying test ped with for.


    @meimeiriver hmmm then why uses the sherry ped from carface this for voice?



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