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New bank audio IDs?


Astrocat
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Hello, I am trying to use an ASI mod that gives you the abillity to add new sounds over vehicles. It requests:

 

 

Sound bank ID of accelerative, inhibitory engine.

(ASI mod: http://gtaforums.com/topic/486802-gtasa-vehicle-audio-loader/)

 

Now, I can't understand how to locate the sound bank id. I am placing it into the GENRL file as:

Bank_138/sound_001.wav

 

Can't really understand how to find the correct bank id, placing 138/139 dosen't work. So how do I find the sound bank id?

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You can't add new audio banks, you can only replace existing banks.

  • Like 1
  • Bruh 1
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http://pastebin.com/drKr6YCP

Link2012 led a research of audio system in GTA SA.

 

 

 

 

bank  6 = FEET/BANK_7 [0 300544 48672]bank  7 = GENRL/BANK_1 [1 0 48272]bank  8 = GENRL/BANK_2 [1 53076 214710]bank  9 = GENRL/BANK_3 [1 272590 97076]bank 10 = GENRL/BANK_4 [1 374470 27048]
Bank_138/sound_001.wav

 

Bank IDs start from 1, their game indexes are incremented by 6.

 

138 + 6 = 144 is game index.

 

 

bank 707 = SPC_PA/BANK_18 [8 145848236 9134922]bank 708 = SPC_PA/BANK_19 [8 154987962 10063048]bank 709 = SPC_PA/BANK_20 [8 165055814 10421690]
These are last banks in BankLkup.dat, it might be possible to add more banks if a tool is written.

I mean, new banks 710, 711, 712...

 

Link2012 could agree/disagree with this.

Edited by fastman92
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Link2012 could agree/disagree with this.

Indeed it may be possible to append new banks to BankLkup and use them for the vehicle engine streaming.

 

But relating to adding sounds for new purposes, well, that would be a bit more complicated... It would not be possible at all using the vanilla bank loader the game have because it works in a 'slot' system, there's 45 fixed slots and each slot can be loaded with one single bank, all slots are used by the game I think.

Edited by LINK/2012
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  • 5 years later...

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