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Bug-free Sound Overhaul Mod for San A

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Triangulum
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#31

Posted 04 May 2013 - 06:19 PM

QUOTE (oksa8 @ Saturday, May 4 2013, 08:42)
Oh, and did you change weapon sounds since 8.0? They sound really different and better now, or is it just because of WeaponLimitAdjuster?

Yes, I changed everything except the suppressed pistol.

QUOTE (damiann69 @ Saturday, May 4 2013, 17:32)
Amazing mod, I can feel game more now wink.gif Weapon sounds are perfect, but some cars aren't...
Sound for voodoo group don't fit at all and another bad thing is acceleration of (some) cars (like infernus) is slower than sound. Roar of engine is more powerful than car smile.gif
I know it is beta, I hope you fix it. Good luck, can't wait for next release.

I addressed this in the readme. In San Andreas, some vehicles are grouped into sound categories that they shouldn't be placed in (for example, the Bullet shares the same sound as some of the older/muscle cars). This didn't really matter with the original sounds because they all sounded similar, but it becomes a problem with any car sound mod.

I found that Vehicle Audio Loader allows for re-arranging car sounds into new groups, so I'll include the new settings in the next version. I know that any new grouping settings wouldn't work for everyone though, due to the fact that many car mods won't actually represent the same type of vehicle as the original model.

damiann69
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#32

Posted 04 May 2013 - 06:35 PM

I dowloaded your mod from gtainside and readme.txt is written in кириллица.
I understand that problem with sharing the same sound but original voodoo sound (and their group) fits better to voodoo and other cars...

Triangulum
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#33

Posted 04 May 2013 - 07:39 PM

QUOTE (damiann69 @ Saturday, May 4 2013, 18:35)
I dowloaded your mod from gtainside and readme.txt is written in кириллица.
I understand that problem with sharing the same sound but original voodoo sound (and their group) fits better to voodoo and other cars...

I submitted the wrong version to gtainside (intended for Russian mod hosting sites), but the one in the video description and the one in this thread has the full readme file.

If you like the original voodoo sound, then you would be able to use it and place it in its own separate category with the Vehicle Audio Loader settings. I'm also planning on dedicating a single sound group for lowriders (and other types of vehicles), so I could use a more appropriate engine sound for all of them.

damiann69
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#34

Posted 04 May 2013 - 09:12 PM

After further testing I must say that vehicle sounds are worse in your mod. The main fault is that sound sounds like it was on higher RPM than engine actually is in game. One way to fix it is increase acceleration in handling.cfg but I think it is pointless.

Silent
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#35

Posted 04 May 2013 - 09:19 PM

As SA sounds were probably scratch made or recorded (unlikely), it doesn't seem weird that finding a real-life record fitting perfectly won't be the easiest icon14.gif

_DK
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#36

Posted 05 May 2013 - 08:47 AM

Vehicle audio modding is very interesting for me. I'm gonna hack this all soon.
Triangulum, good work and nice video icon14.gif

Methical
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#37

Posted 05 May 2013 - 10:08 AM

QUOTE (DK22Pac @ Sunday, May 5 2013, 08:47)
Vehicle audio modding is very interesting for me. I'm gonna hack this all soon.

You make it sound too easy tounge2.gif

Silent
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#38

Posted 05 May 2013 - 11:50 AM

QUOTE (DK22Pac @ Sunday, May 5 2013, 10:47)
Vehicle audio modding is very interesting for me. I'm gonna hack this all soon.
Triangulum, good work and nice video icon14.gif

What's to hack there yet? tounge.gif
I thought NTAuthority's and Alexander's plugins covered it fully.

aStiffSausage
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#39

Posted 05 May 2013 - 11:51 AM

Which plug-ins do you mean? Got a link to them?

Silent
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#40

Posted 05 May 2013 - 12:01 PM

Don't have the link to Alexander's one, but NTA's one is pretty much the same AND more stable:

http://www.gtaforums...howtopic=434708

@OP
Sorry if you find this off-topic, but I guess you may be interested in that tool aswell icon14.gif

[WC]Cloud
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#41

Posted 05 May 2013 - 02:08 PM

nice work and I've already send you my bug report =)

Here some cookie.gif cookie.gif

_DK
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#42

Posted 05 May 2013 - 09:06 PM

QUOTE (SilentPL @ Sunday, May 5 2013, 15:20)
What's to hack there yet? tounge.gif
I thought NTAuthority's and Alexander's plugins covered it fully.

Yes, now I've understood.

Triangulum, so you just keeping same file sizes and it works fine? If yes, then its possibly that SAAT don't make all needed changes for replaced sounds/archives. I don't believe its related to exe somehow. This must be controlled externally, I think. I need some time to look into something...

Silent
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#43

Posted 06 May 2013 - 03:48 PM

QUOTE (DK22Pac @ Sunday, May 5 2013, 23:06)
Triangulum, so you just keeping same file sizes and it works fine? If yes, then its possibly that SAAT don't make all needed changes for replaced sounds/archives. I don't believe its related to exe somehow. This must be controlled externally, I think. I need some time to look into something...

SAAT is perfectly fine.


Just wait.

MrMateczko
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#44

Posted 06 May 2013 - 03:53 PM

QUOTE (SilentPL @ Monday, May 6 2013, 17:48)
QUOTE (DK22Pac @ Sunday, May 5 2013, 23:06)
Triangulum, so you just keeping same file sizes and it works fine? If yes, then its possibly that SAAT don't make all needed changes for replaced sounds/archives. I don't believe its related to exe somehow. This must be controlled externally, I think. I need some time to look into something...

SAAT is perfectly fine.


Just wait.

So not only you did implemented native SA "streams" editing, but also "sfx" editing? How does that work with all those "config" files? Reverse engineering the executable?

Silent
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#45

Posted 06 May 2013 - 04:01 PM

QUOTE (MrMateczko @ Monday, May 6 2013, 17:53)
So not only you did implemented native SA "streams" editing, but also "sfx" editing? How does that work with all those "config" files? Reverse engineering the executable?

Both reverse engineering and lots of guessing tounge.gif

Also, streams are editable since 2005.

Tado Hamann
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#46

Posted 06 May 2013 - 04:55 PM

Very nice overhaul, waiting for final release. smile.gif
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GTAction99
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#47

Posted 07 May 2013 - 02:35 AM

As a vehicle sound modder, I have to say that your sounds were really impressive. icon14.gif

Now I have a question: Is it possible to assign cars to certain sounds? (Like if I wanted the Infernus to sound like the Cheetah?)

damiann69
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#48

Posted 07 May 2013 - 07:42 AM

Could you release version without interface (and pick up items) sounds?
And I think that some sounds like tire, idle gear, footstep sounds should be louder.

_DK
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#49

Posted 07 May 2013 - 03:27 PM

SilentPL, so would it be possible to add specific sound for each car? Like we have ~200 vehicles and ~200 unique sounds inlove.gif

Silent
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#50

Posted 07 May 2013 - 03:37 PM

QUOTE (DK22Pac @ Tuesday, May 7 2013, 17:27)
SilentPL, so would it be possible to add specific sound for each car? Like we have ~200 vehicles and ~200 unique sounds inlove.gif

Perhaps. I haven't been looking into that stuff yet, but I guess lots of relocatios would have to be done to add more banks to a SFX archive.

Dev1ant
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#51

Posted 07 May 2013 - 03:40 PM

Best sound mod yet icon14.gif - maybe too many sports car sounds though. I have found that occasionally there is a continuous loop of siren, engine and helicopter noises kinda mashed together.

Rea Lopez
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#52

Posted 15 May 2013 - 03:46 PM

Nomestic Can I have the sound banks?
i hope you answer biggrin.gif

_DK
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#53

Posted 16 May 2013 - 09:30 PM Edited by DK22Pac, 16 May 2013 - 09:36 PM.

SilentPL, would it be possible to add new sounds into default slots?
PS SAAT doesn't make changes for BankSlot.dat file, is this fine?

Silent
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#54

Posted 17 May 2013 - 12:59 PM

QUOTE (DK22Pac @ Thursday, May 16 2013, 23:30)
SilentPL, would it be possible to add new sounds into default slots?

Yes, but you couldn't assign vehicle sounds into these sounds an easy way.

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#55

Posted 23 May 2013 - 02:04 PM

Unfortunely my game crashes whenever I get close to a mission marker with this mod, I guess it has something to do with cutscene audio... as soon as I get close to the red ring starting mission (about 10-15 meters away) it dissapears for like half of second and my game insta crashes.

Triangulum
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#56

Posted 24 May 2013 - 03:13 AM

QUOTE (lolleroz @ Thursday, May 23 2013, 14:04)
Unfortunely my game crashes whenever I get close to a mission marker with this mod, I guess it has something to do with cutscene audio... as soon as I get close to the red ring starting mission (about 10-15 meters away) it dissapears for like half of second and my game insta crashes.

Are you sure you aren't using any leftover files from other sound mods, or that it's being caused by another recent mod you installed? I didn't change any of the cutscene audio, only the sounds in GENRL and FEET.

lolleroz
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#57

Posted 24 May 2013 - 12:02 PM

QUOTE (Triangulum @ Friday, May 24 2013, 03:13)
QUOTE (lolleroz @ Thursday, May 23 2013, 14:04)
Unfortunely my game crashes whenever I get close to a mission marker with this mod, I guess it has something to do with cutscene audio... as soon as I get close to the red ring starting mission (about 10-15 meters away) it dissapears for like half of second and my game insta crashes.

Are you sure you aren't using any leftover files from other sound mods, or that it's being caused by another recent mod you installed? I didn't change any of the cutscene audio, only the sounds in GENRL and FEET.

It appears my 'SCRIPT' sound archive was last modified 2009, which means 'Things to do in SA' mod probably edits it. I'm guessing it conflicts each other because without using your mod I have no crashes near mission starts, damn now I have to reinstall since the file is like 300 mb :C

anyways great job on the sounds man, it feels like a whole new game!

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#58

Posted 24 June 2013 - 02:15 PM

Not sure if this is a bug with the mod or SA. But when a car spawns in on the street you can hear its engine start up too.

Semih95
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#59

Posted 03 August 2013 - 10:35 AM

It is possible to hack the sound system in GTA SA to make the gear change realistic ? I mean its very bad in GTA SA to hear the same sound over and over again until I reach the last gear.

i hope you understand what I mean

BTW: Can you make a version without the Interface mod. I like it original most.

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#60

Posted 21 November 2013 - 04:10 PM

This mod is great, but my Hunter helicopter sound seems bugged, it's just horns and weird noises.




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