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[V] Engine Sound Swap Tutorial


NaidRaida
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With this small tweak you can re-assign the original engine sounds.

This is not about importing custom engine sounds.

You can still normally tune your car and the HUD name is also still original.

Requirements:

How to change engine sound:

  • Backup your update.rpf
  • Open your update.rpf with OpenIV and extract vehicles.meta file (update.rpf > common > data > levels > gta5 > vehicles.meta)
  • Backup your vehicles.meta separately
  • Open vehicles.meta with editor and search your vehicle section (each car section starts with <item> and <modelName>)
  • Search for <audioNameHash /> entry in selected section
  • Change entry to <audioNameHash>VIGERO</audioNameHash> for Vigero engine sound (you can try any other model name here)
  • Save vehicles.meta and replace original file inside update.rpf with OpenIV (editor mode)

Known sideeffects:

Changing a police car's hash to anything other than it's own model (even just another police car) makes its sirens silent and gives it the ability to use the radio for some reason. So right now doing this to a police car will mess it up.

Example: Engine sound change from car X to car Y. Car X now sound like car Y. Sadly this seems to work automatically vice versa. Car Y will automatically sound like car X.


Thanks for any find on this subject! Thanks for the move and title change!

Edited by NaidRaida
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TheAdmiester

I know of one side effect so far:

 

Changing a police car's hash to anything other than it's own model (even just another police car) makes its sirens silent and gives it the ability to use the radio for some reason. So right now doing this to a police car will mess it up.

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HI, its hard to say but your turtorial not working at all, because game crashing in the opening. I have installed ASI Loader and im using Open IV but its not working, also i want to ask you because i want to change the Handling and Engine Sound of Electric Car (khamelion) and i dont know how to replace Engine sound and engine behaviour. Thanks for Answer.

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I've never experienced a crash due to this (the game never crashed so far at all!). I've done all my changes as told in the tutorial (thanks for moving the topic).

Basically it should work also for the Khamelion but I don't know if you can simply switch the sound of an electric (hybrid?) car with a normal car as this car has different construction and maybe the sound

is scripted different or something like that. For handling modifications you'll need to edit the handling.meta file (I recommend you a handling editor).

 

Did you ever tried another sound change? Did the game also crash? You have other mods installed?

Edited by NaidRaida
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  • 6 months later...

Do we have a list of the cars that work? or would any technically work since its just being read.

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  • 2 weeks later...

I know of one side effect so far:

 

Changing a police car's hash to anything other than it's own model (even just another police car) makes its sirens silent and gives it the ability to use the radio for some reason. So right now doing this to a police car will mess it up.

I can confirm that this side effect doesn't happen to me. Using park ranger sounds for police stanier and sheriff stanier and using FIB Granger sounds for unmarked vapid stanier and it is working brilliantly with sirens. I am also using park ranger sounds for sheriff granger, also perfect there. Reserved the sheriff granger sirens for noose staniers and grangers (I am using GTA Realism 0.7b, which has RDE 2.0)

 

EDIT: There is a side effect that I faced. If you change a convertible vehicle's sound to a non convertible, you won't hear any sound while raising or lowering the roof.

Edited by WTFcatcher
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  • 1 month later...
  • 2 months later...
bizzlezx10r

What if you kept the vehicles.meta unchanged and just changed the actual sound files themselves?

 

For example i have a McLaren police car that i'd like to change the sounds for. Wouldn't I be able to just overwrite the vanilla Police2 sounds with the McLaren sounds but just leave the horn/sirens sounds untouched? or is it not that simple.

Edited by bizzlezx10r
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question : how to find a specific sound from a car added like a dlc?

 

I'm trying to change the stance sound when the car isn't moving, but the modded file haven't the same name as the ones in the dlc car

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  • 2 weeks later...

I tried to modify the sound of the Lectro motorbike to the Khamelion sound because the name inspired me to have an electro bike. However, replacing <audioNameHash /> with <audioNameHash>khamelion</audioNameHash> had no effect. I saw that the Lectro inherits some data from the Akuma and so I thought maybe it inherits the sound as well. So I changed the audioNameHash of the Akuma to the Khamelion and that worked - but only for the Akuma. The Lectro has still the original sound. Any clue?

Edited by Cyron43
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  • 6 months later...
kamikazeedriver

I was able to give a ruiner the electric car sound by using VOLTIC. Trying to find a better sound for a KITT mod I use. The electric motor is closer to KITT than a petrol motor, but it's still not quite there. I need a turbine, but I haven't had any success having a car use a jet or planes engine sound.

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I was able to give a ruiner the electric car sound by using VOLTIC. Trying to find a better sound for a KITT mod I use. The electric motor is closer to KITT than a petrol motor, but it's still not quite there. I need a turbine, but I haven't had any success having a car use a jet or planes engine sound.

Looks like the author of this thread doesn't care anymore. I asked a question at March 26 2016 but there's still no reply. So better don't hold your breath for it. :-/

Edited by Cyron43
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  • 4 months later...
Monkeypolice188

Sorry to bump this a bit, but I can't seem to work out what engine sounds certain vehicles seem to use. If audiohash in vehicles.meta is used to prescribe vehicles with vehicle-specific sounds (and not just engine sounds, as evidenced with the police car scenario[?]), then what file does tell, for example, Vigero, to use the muscle car sound (one of the four) found in x64/audo/streams vehicle. It'd be interesting to know which car uses what for this, or if there is a combination (seems that certain cars use mixes from others), where this is listed.

Edited by Monkeypolice188
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  • 5 weeks later...
CheesyWalnuts

 

Here's a list of usable values

https://pastebin.com/i4AX8kBY

Would you mind to explain what we see there and how to use it?

 

These are the usable values for cars, it has a list of cars' sounds that you can assign to others. it's very simple to use it. in your vehicles.meta you go and find the car you want and you'll find a <audioNameHash />

change it to <audioNameHash></audioNameHash> in the middle of the >< you put one of the values there

???

profit

VERY BIG GOOD TIP - use a mods folder

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  • 3 months later...

 

 

Here's a list of usable values

https://pastebin.com/i4AX8kBY

Would you mind to explain what we see there and how to use it?

 

These are the usable values for cars, it has a list of cars' sounds that you can assign to others. it's very simple to use it. in your vehicles.meta you go and find the car you want and you'll find a <audioNameHash />

change it to <audioNameHash></audioNameHash> in the middle of the >< you put one of the values there

???

profit

VERY BIG GOOD TIP - use a mods folder

 

im guessing you can't use dlc sounds? i tried forever to get the btype2 franken stange sound on the dukes with no luck

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  • 3 weeks later...

im guessing you can't use dlc sounds? i tried forever to get the btype2 franken stange sound on the dukes with no luck

Incorrect - I was able to use a DLC car sound on an addon car with no issues (IVPack Coquette with ETR-1 soundbank).

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  • 5 months later...
  • 4 years later...
ZloiVasja

Hi @Monkeypolice188, I'm so impressed that you could swap unused engine sounds on vannila vehicles. I couldn't make it, because i don't have a lot experiences how to use them. Give me some hints, if you are so smart. 🙂

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