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Way to make a car sound like another? (Eg. make an Infernus have the s


oviler
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I was just wondering whether it would be possible to change the sound a vehicle makes in San Andreas. Not like a sound mod which actually changes to the sound a car makes to a different one, but I guess it would be to change some code so that the car will take sound from a different source and sound like another car if you understand me. Is this possible and if so, could anyone give me some pointers on how I would go about doing that?

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TheAdmiester

Assuming it works the same way as IV, go to GTASA\data\vehicles.ide, find the Infernus' line. It'll look something like this:

 

411, infernus, infernus, car, INFERNUS, INFERNU,

 

You'll want to change that last bit that says "INFERNU" to "TURISMO" and save the file. It should work that way assuming the III-era games work similar to the HD-era ones. The only downside is that every Infernus will say "Turismo" on screen when you get in, but that's nothing.

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It's as easy as that? I was not expecting that at all. That's not a massive deal, but is there a way to change that in the .GXT file so it didn't?

Edited by oviler
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TheAdmiester

Like I said, if it works like IV, it really is as easy as that. If it works in its own way then I'm not sure how. I mainly mod IV and V, not much in the way of SA and back.

 

Also, it might be possible to edit the .gxt files, but you'd need to add a new entry to allow them to be unique (such as Turismo2), then after that I'm not sure how the game would know which audio to assign to the car. It's either hardcoded or something outside of my knowledge. Either way, the simplest way is just to change vehicles.ide and live with the car having the wrong name.

Edited by TheAdmiester
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I've just tested that, sure enough it says Turismo when you get in it now but the sound hasn't changed at all.

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TheAdmiester

I've just tested that, sure enough it says Turismo when you get in it now but the sound hasn't changed at all.

Then that means it unfortunately doesn't work the way I'm familiar with. Hopefully someone else will know at least.

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https://sannybuilder.com/dev/enginesounds.htm

 

Make a CLEO script like this:

{$CLEO .cs}0A8D: [email protected] = read_memory NEW_ENGINE_SOUND size 4 virtual_protect 00A8C: write_memory OLD_ENGINE_SOUND size 4 value [email protected] virtual_protect 0end_thread

If you want to make Infernus sound like Turismo do the following:

Find Turismo's decimal address and replace NEW_ENGINE_SOUND with it.

Find Infernus's decimal address and replace OLD_ENGINE_SOUND with it.

Final script looks like this:

{$CLEO .cs}0A8D: [email protected] = read_memory 8786462 size 4 virtual_protect 00A8C: write_memory 8785022 size 4 value [email protected] virtual_protect 0end_thread

Compile in SannyBuilder and that's it. Script can be improved but this is probably the easiest way for you to understand.

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I've just done this and it works 100% how I wanted it too, thank you so much! I've also learnt a little bit about CLEO scripts from this too, since I've not had any experience making them before. I will look into this more maybe :colgate:

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