17.921
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17.921
246
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.
------------------------
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)"
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.
------------------------
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)"
Eerste Upload: 7 juni 2018
Laatst bijgewerkt: 1 februari 2020
Laatst Gedownload: 1 uur geleden
51 Reacties
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.
------------------------
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)"
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.
------------------------
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)"
Eerste Upload: 7 juni 2018
Laatst bijgewerkt: 1 februari 2020
Laatst Gedownload: 1 uur geleden
A must have for anyone playing with cop cars that are not Staniers or Buffaloes.
This mod works in game. But can you make it workable in Editor? Or would you explain where you got "PowerMult" option, is it possible to change it in game code manually?
Now is harder to change sound :/
@Eddlm My game crash when I use a swapped vehicle. I try used only yours vanilla swaps but game crash too.
How do I edit those audiohashes? Where can I find the .xmls to edit a specific sound played? I want to add audible blinkers to cars
How to install? I put the soundswaps folder in my scripts folder and it doesn't work
@Eddlm this appears to have stopped working with the newest update (2060) using the new ScriptHookV and ScriptHookVDotNet3
It's very confusing on how to add more cars to tue swap list. It works on the example but idk how to add anything ;-; pls help
@Eddlm
This is very cool. I´ve been looking for this a long time. That was an advantage of ELS but now it filled the gap non-els was lacking. Finally I can enjoy my police chargr with the proper sound. Sadly it does not affect cars that are saved in the garage but I think I can live with that !!!
Does this work for different vehicle types? For example gauntlet hell hound audio for a boat?
This needs more attention!
I was just thinking about the possibility of something like this the other day. I didn't realize it had already been made! Finally a reason to install exhaust mods.
@Eddlm can you make it retain the engine upgrades? whenever sound is replace with set torque mod value the engine upgrades always need to reapply back
the mod does not work well
I don't know how this mod was made as I can't find documentation, but it can't handle multiple SwapSets, and it causes this exception: Failed to instantiate script AutoEngineSoundSwap because constructor threw an exception: System.ArgumentException: An item with the same key has already been added. at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) at AutoEngineSoundSwap.LoadSettings()
Implementing something similar to this might solve it, but I wish this was open source so I could test it out:
public void LoadSettings()
{
// Load the settings from the XML file
XDocument xmlDoc = XDocument.Load("AutoEngineSoundSwap.xml");
// Create a list of SwapSets
List<SwapSet> swapSets = new List<SwapSet>();
// Loop through the SwapSet elements in the XML file
foreach (XElement swapSetElement in xmlDoc.Descendants("SwapSet"))
{
// Get the ModType attribute
int modType = int.Parse(swapSetElement.Attribute("ModType").Value);
// Create a new SwapSet object
SwapSet swapSet = new SwapSet();
swapSet.ModType = modType;
swapSet.Swaps = new List<Swap>();
// Loop through the SWAP elements in the SwapSet element
foreach (XElement swapElement in swapSetElement.Elements("SWAP"))
{
// Get the attributes of the SWAP element
int modID = int.Parse(swapElement.Attribute("ModID").Value);
string engineSound = swapElement.Attribute("EngineSound").Value;
int powerMult = 1;
if (swapElement.Attribute("PowerMult") != null)
{
powerMult = int.Parse(swapElement.Attribute("PowerMult").Value);
}
// Create a new Swap object
Swap swap = new Swap();
swap.ModID = modID;
swap.EngineSound = engineSound;
swap.PowerMult = powerMult;
// Add the Swap object to the SwapSet object
swapSet.Swaps.Add(swap);
}
// Add the SwapSet object to the list of SwapSets
swapSets.Add(swapSet);
}
// Store the SwapSets in the dictionary
foreach (SwapSet swapSet in swapSets)
{
if (!swapDictionary.ContainsKey(swapSet.ModType))
{
swapDictionary.Add(swapSet.ModType, swapSet.Swaps);
}
else
{
swapDictionary[swapSet.ModType].AddRange(swapSet.Swaps);
}
}
}
@Xire hi , look this , the creator codes look https://pastebin.com/u/Eddlm
@exee Very cool. Thanks!
@Xire Hi bro, I managed to make it work, I'll explain the default xml file, it's correct, you just replace the name of the vehicle, eg, futo x bmwe36, and the engine you want it to sound, the important thing is the format code of the car ,these are https://wiki.rage.mp/index.php?title=Vehicle_Mods , good look
the mod works with most vehicles except emergency vehicles, ones that have sirens. Not that it doesn't swap the sound, it does but the game crashes after a few seconds
i think i kinda fixed the emergency vehicles crash by disabling the ai/traffic swap on the .ini files.
BTW i hope this gets an update regarding the crashes.