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Expendable

GTA SA - How to determine Sound ID?

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Expendable

How do I determine the Sound ID number of a sound file in the SFX archive to use, for example, with this opcode?

03CF: load_wav 43205 as 1

I know the AudioEvents.txt file has some of the sound ID numbers, but not all. The name of the text file (AudioEvents.txt) suggests to me that these are sounds which are attached to certain events. But I would like to use sounds from several of the archives in the audio/SFX folder. If sound files are loaded and played using their Sound ID number, I don't see why it wouldn't be possible to use ANY wave file in the archive.

 

The SAAT tool doesn't give you any sound ID numbers. So what's the secret? Is there a way to calculate the ID number depending on which archive and which bank it's located?

 

...OR, is there any other software I can use that will display the Sound ID numbers?

THANKS for any help! :D

Edited by Expendable

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ZAZ

unfortunately, a connection from sound bank to wav id is unknown

 

P.S. because pdescobar's webside is down, i uploaded the GTASA_SFX_Directory at my domain: GTASA_SFX_Directory

Edited by ZAZ

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Expendable

So the only sounds (in the /audio/SFX folder) that modders use are the ones listed in the AudioEvents.txt file?

Is there a workaround?

Perhaps I could use a stripped SCM without any missions and use the SAAT tool to replace some of the now-unused mission sounds listed in the AudioEvents.txt file. Maybe this is the best workaround?

 

Also, has anyone ever wrote a mod to simply browse the available wav files like this...

{$CLEO .cs}thread 'WAV':INITwait [email protected] = 0 :LOADWAVwait 003CF: load_wav [email protected] as 1:LOADINGwait 0if83D0:   not wav 1 loadedjf @PLAY_ITwait 0jump @LOADING:PLAY_ITwait 003D1: play_wav 10AD1: show_formatted_text_highpriority "Wav ID: %d" time 200000 [email protected] :WAITwait 0if0AB0:   key_pressed 32          //press space bar for next WAVjf @WAIT040D: unload_wav [email protected] += 1jump @LOADWAV

...to see if other wav files are possibly usable despite not being listed in the AudioEvents.txt file?

Edited by Expendable

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ZAZ

So the only sounds (in the /audio/SFX folder) that modders use are the ones listed in the AudioEvents.txt file?

Sounds or speeches of GTASA\AUDIO\SFX are used for "wav"- or "sound"- playing

But the sounds of GENRL can not be played with scripting

 

 

A part of them are documented in data\AudioEvents.txt

These for the story dialoges and sounds for gameplay

 

///////WAVE/////

The most part of AudioEvents.txt includes waves and must used with

03CF: load_wav 1828 as 1

03D0: wav 1 loaded

03D1: play_wav 1

 

The names of these waves, listed in AudioEvents.txt are the entry names from gxt dialog texts

exemble:

SOUND_MAN5_BK 24412

search in american.gxt for MAN5_BK

and find the dialog text:

~z~You got ice cold gangstas running through your veins!

 

 

///////SOUNDS/////

A small part of the listed sounds in AudioEvents can be startet with play sound opcodes: 018C: 097A: 09F1:

Find sounds in the range from SOUND_1002 to SOUND_1191. Not all worked by me. It seems that someone only can used from the exe

Someone of these sounds are durable and must be started with 018D: and stoped with 018E:

 

Some other ones of these sounds have a replay mode (music for minigames) and can be stoped with a stop sound

SOUND_PILOT_AWARD_TRACK_START 1187 start sound

SOUND_PILOT_AWARD_TRACK_STOP 1188 stop sound

 

Methods for playing sounds is a more complex and strange

Read more here

 

 

///autom. phrases///////

Other way to let actor speak which is not written in AudioEvents.txt is

 

09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 342 flags 1 1 1 as [email protected]
first param, $PLAYER_ACTOR is the actor variable name

second param (342) is a slot with some different phrases sounds

third, fourth, fift param of flags are unknown

last param, [email protected] is variable name of this sound function, isnt need to release or deload it in any way

and cant used further more in any other opcode.

 

Note: the soundslots includes more sounds which are changed automaticly if the same soundslot runs again

The soundslot with same number includes different sounds for different actors

 

PLAYER_ACTOR, special actors, Females and males have different sounds

only with the special girlfriends actors (GANGRL2) is it possible to play the sex voices of GFSEX script

The shop sellers have own sounds and can not played with other actors

 

 

Perhaps I could use a stripped SCM without any missions and use the SAAT tool to replace some of the now-unused mission sounds listed in the AudioEvents.txt file. Maybe this is the best workaround?

It's not recommanded, i tried something and got problems and i believe i'm not the only one.

Better use modloader that change files in memory when game loads and not the gamefiles on your hard disk, but i haven't tried that.

Another solution is adding mp3 files to cleo folder and play them by cleo script

 

 

Also, has anyone ever wrote a mod to simply browse the available wav files like this

I wrote several scripts for private use

A mod would take too much effort, it needs to edit the script, there're thausands of sounds, which sound is a user searching for? with which sound id should the script start? should it allow to switch one by one? how many users are interessted?

or should it allow to type number to find a sound? that needs to write a complex script.

Also, at the end i made another script with a sound collection that plays 10 sounds in a row, always with wait 2000 between each sound.

 

 

 

 

 

 

 

P.S. because pdescobar's webside is down, i uploaded the GTASA_SFX_Directory at my domain: GTASA_SFX_Directory

Edited by ZAZ

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Expendable

Very informative. Thank you so much for your time.

 

A small part of the listed sounds in AudioEvents can be startet with play sound opcodes: 018C: 097A: 09F1:

 

Yes, I noticed that some sounds will play with 03D1: play_wav 1 and others will only play using 018C: play_sound .

 

 

Other way to let actor speak which is not written in AudioEvents.txt is 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 342 flags 1 1 1 as 2@

 

Another way is 05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 242. Yes?

Which begs the question: Are the soundslots and audio tables documented somewhere? How do modders know the addresses to use?

 

 

Another solution is adding mp3 files to cleo folder and play them by cleo script

Could you show me an example of how to do that? What opcodes? How to link to the mp3 in the cleo folder? I would like to play some sound effects and dialogue on demand (as needed).

 

Thanks again! Any help would be wonderful. :)

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ZAZ

Another way is 05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 242. Yes?

yes, it's a similar code so far i know

 

Which begs the question: Are the soundslots and audio tables documented somewhere? How do modders know the addresses to use?

by writing sound test scripts

 

 

Another solution is adding mp3 files to cleo folder and play them by cleo script

Could you show me an example of how to do that? What opcodes? How to link to the mp3 in the cleo folder? I would like to play some sound effects and dialogue on demand (as needed).

 

i have some good scripts on my pc at home, but actually i'm on travel

below a very simple one

 

{$CLEO .cs}:Music_mp3thread 'Music':Music_1wait [email protected] = -1if0AB0:   key_pressed 8//-------press Backspace keyjf @Music_10AAC: [email protected] = load_mp3 "CLEO\Sound\party2.MP3"if8039:   NOT   [email protected] ==  -1jf @Music_10AAD: set_mp3 [email protected] perform_action 1wait 2500000AAD: set_mp3 [email protected] perform_action 0wait 00AAE: release_mp3 [email protected] @Music_1
Note: the mp3 feature works on cleo4 much more better than on cleo3

 

 

 

 

 

 

 

 

P.S. because pdescobar's webside is down, i uploaded the GTASA_SFX_Directory at my domain: GTASA_SFX_Directory

Edited by ZAZ

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LINK/2012

unfortunately, a connection from sound bank to wav id is unknown

It actually IS known. Doc.

 

 

 

The first 1000 events (0-999) are reserved for the game hard-coding itself and the rest for script usage.

The events 1000-45400 can be found in a human-readable-macro format at the file data/AudioEvents.txt

 

The audio events between 1000-1799 are hard-coded events for scripts that can be used with the opcodes 097A, 097B, 09F1, 09F7.

The audio events between 1800-1999 are used for bank loading from a script and should be used with the opcode 03CF

The audio events between 2000-45400 are used to load sounds from the SCRIPT sfx pak file and should be used with the opcodes 03CF

 

The algorithm used to find the bank and sound index at SCRIPT pak from the events 2000-45400 is as follow:

ScriptBank = floor((Event - 2000) / 200); // On each range of 200 increase the bank by 1

GlobalBank = ScriptBank + 147; // Apply offset to reach SCRIPT banks

SoundIndex = (Event - 2000) % 200 // On each range of 200, the sound index restart from 0

Edited by LINK/2012

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Expendable

Thanks for the info guys.

Okay, I figured out how to get the Sound ID (or wav ID) numbers out of the SCRIPT SFX pak.

 

1. Use the SAAT Tool and open the SCRIPT archive in the audio/SFX folder.
2. Find the wav you want to use and note the BANK number and WAV number (example: Bank 097/sound_005.wav).

3. Calculate the sound ID number to be used with opcode 03D1: play_wav 1.

 

Sound ID = (BANK number - 1 * 200) + 2000 + (WAV number -1)

 

Note that "Bank 001" is the bank's LABEL but it's really bank 0, and sound_001.wav is really sound 0, hence you subtract 1 from each.

 

So, if you want to use Kung Fu wave number 5 from Bank 097 that would be 96 * 200 + 2000 + 4 = 21204

 

<crowd cheering and applause> :D

I'd like to use sounds from the other SFX paks such as PAIN_A, SPC_GA and SPC_PA but this is good for a start. :) For now, I'll probably use ZAZ's idea of converting the sound files I want/need to MP3 and putting them in the CLEO/Sound folder. If anyone has any ideas of how to use sounds in those other SFX archives, please comment!

Thanks again for your time!!!! This discussion was a big help.

Edited by Expendable

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LINK/2012

I'd like to use sounds from the other SFX paks such as PAIN_A, SPC_GA and SPC_PA but this is good for a start.

Try using the same algorithm, but this time you must observe GlobalBank and associate it with one of the bank ids here.

And, from the formula you built, just add 218 to the BANK number as that's the last SCRIPT bank, after that you'll be in SPC_EA.

 

You won't be able to access GENRL and PAIN though, as those would be a event under 2000.

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Expendable

 

Try using the same algorithm, but this time you must observe GlobalBank and associate it with one of the bank ids here.

And, from the formula you built, just add 218 to the BANK number as that's the last SCRIPT bank, after that you'll be in SPC_EA.

 


 


Cool! I'll try that!

 

Here's the pak files in order from here.
pak 0 = FEET (not accessible)
pak 1 = GENRL (not accessible)
pak 2 = PAIN_A (not accessible)
pak 3 = SCRIPT
pak 4 = SPC_EA
pak 5 = SPC_FA
pak 6 = SPC_GA
pak 7 = SPC_NA

pak 8 = SPC_PA

Number of banks in each pak (determined by using SAAT Tool):

 

SCRIPT = 218
SPC_EA = 46
SPC_FA = 18
SPC_GA = 209
SPC_NA = 52
SPC_PA = 20
So, to access a particular pak, add up all the banks in the previous paks to your desired bank number. In other words, if you want a sound from bank 8 in SPC_NA, add all the previous banks to the total...
Sound ID = (BANK number + 218 + 46 + 18 + 209) - 1 * 200 + 2000 + (WAV number - 1)
I haven't tested this yet though... I'm just thinking out loud. ...Yeah, it probably needs tweaking. :)
Edited by Expendable

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LINK/2012

Yeah, exactly. Let me know if it works, never tested myself.

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Expendable

Tested. Yes, it absolutely does work.

I can play any wav in the SCRIPT, SPC_EA, SPC_FA, SPC_GA, SPC_NA, and SPC_PA paks by calculating the Sound ID number using that formula. Woo-hoo!

 

Thanks for the help. :cool:

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miclin

an now, write a simple tool:P

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Expendable

an now, write a simple tool:P

 

Might be better as simply an addition to the SAAT tool GUI. You need to preview the waves anyway. SAAT would be much more useful if it calculated the Sound IDs for you too. :)

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miclin

are you sure that your calculations are right?

 

Sound ID = (BANK number + 218 + 46 + 18 + 209) - 1 * 200 + 2000 + (WAV number - 1)

if that right?

 

are you sure it isn't:

Sound ID = (BANK number + 218 + 46 + 18 + 209 - 1)* 200 + 2000 + (WAV number - 1)

 

Cause with the first calculation, I'm able to get the same value with diffrent bank + wavenumber

Edited by miclin

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miclin

Quick and dirty: -snip-

 

Sound ID calculator.

Edited by miclin

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miclin

ok changed it to framework 4.0.

 

can you check if my calculation works right?

Edited by miclin

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Expendable

I like it! But, unfortunately, your tool isn't producing the correct Sound IDs.

For the SCRIPT pak it's easy...

Sound ID =
BANK number - 1
Then multiply times 200
Then add 2000
Then add the WAV number - 1

 

If the sound isn't in the SCRIPT pak, but further down the list, you must add all the previous pak's banks before multiplying * 200:

SCRIPT = 218
SPC_EA = 46
SPC_FA = 18
SPC_GA = 209
SPC_NA = 52

Here is the pak order:
pak 0 = FEET (not accessible)
pak 1 = GENRL (not accessible)
pak 2 = PAIN_A (not accessible)
pak 3 = SCRIPT
pak 4 = SPC_EA
pak 5 = SPC_FA
pak 6 = SPC_GA
pak 7 = SPC_NA

pak 8 = SPC_PA

So to find a file in SPC_EA (the very next pak on the list), I have to add my desired SPC_EA bank number (-1) PLUS an offset of 218 (the number of banks in the SCRIPT pak) because SPC_EA comes after SCRIPT.

To find a file in SPC_PA (the last pak), I have to add ALL the previous pak's banks (218 + 46 + 18 + 209 + 52) to my chosen bank number in SPC_PA - 1 BEFORE multiplying by 200.

In your quick and dirty program, when the user chooses a Sound Library, the application must add these offsets (218, 46, 18, 209 and/or 52) to the chosen bank BEFORE multiplying by 200.

So you can test it, here's a real example: I want to use wave 5 from Bank 020 in SPC_PA (the last pak)...

The bank is 20, so I subtract 1 = 19.
All the banks in the paks before SPC_PA add up to 543. (218 + 46 + 18 + 209 + 52 = 543)

543 (the offset) + 19 (the SPC_PA bank I want) = 562.
562 * 200 = 112400.
112400 + 2000 = 114400.
I want wave number 5, so I add the wave number -1 (that is, 4).
114400 + 4 = Sound ID 114404.

SPC_PA pak, Bank 020, sound_005.wav is playable with Sound ID 114404!

SPC_PA pak, Bank 020, sound_005.wav, Sound ID 114404 is Carl saying "Can we cut straight to sex? Naw, I'm only kidding. Let's roll." :)

Edited by Expendable

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Expendable

That's it. You got it. Works great.

Only one thing... In choosing the Library Bank, note that there isn't a bank 0. Just like the Wave Number field, it should start at 1. The Sound ID field should/will start at 2000 if you fix that. Otherwise, the Sound IDs produced with the Bank field set to 0 are useless and users might get confused.

 

Thanks. I can really use this tool.

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miclin

yep. But thats a cosmetic change. Will do this. Also : http://pastebin.com/A1PbQZPdwill be included. Maybe with a option to add sound description by yourself. to fill the database, idk

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Expendable

yep. But thats a cosmetic change. Will do this.

I respectfully disagree that it's a cosmetic change. There isn't a bank 0, so the app produces unusable ID numbers with that setting. And it's the default value too, which is even worse. The only thing "cosmetic" about the mistake is that it smacks users right in the face as soon as they open the app. lol :)

 

 

 

Also : http://pastebin.com/A1PbQZPdwill be included.

Cool. Adding descriptions is a nice touch. That page has all the dialogue and sounds in the SCRIPT pak, plus a few below 2000 which are mentioned in the AudioEvents.txt file. Note that the list on that page doesn't include all the sounds available below 2000, only a few of them. I would use the AudioEvent.txt file as my guide if I wanted to add descriptions of the sounds.

 

Also, be aware that some off the sounds below 2000, mentioned in the AudioEvents.txt file, will not play using opcode 03D1: play_wav 1. I have to use 018C: play_sound 1190 at 0.0 0.0 0.0 to play some of them. (BTW: 1190 is an undocumented slap sound, not mentioned in the AudioEvent.txt file.)

 

 

 

Maybe with a option to add sound description by yourself. to fill the database, idk

Ah, the project gets more ambitious. That's cool. Maybe lazy people can simply import (through the app) a community database of descriptions as it grows. As you know, there are a TON more sounds in the rest of the paks which aren't included on the page you mentioned (http://pastebin.com/A1PbQZPd). Good luck with that. ;)

 

If you want to go to the next level with it, may I suggest you add the ability to preview the sounds using the calculated sound ID with a "Play" button? That would be a nice feature.

Edited by Expendable

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miclin

sadly I have no idea how exactly I'm going to do this. I don't want to spend so extremely long on that tool. But on the same time I want to get the Sound better documented.

 

We would nee some people who listen to specific Banks and enter a description for it, which will be added to the "official database" by me/you later.

That how we would get a neat database bit by bit. Maybe even adding a second "description" with the spoken words in it.

 

( ID, Description, spoken words -> e.g. 114404, CJ_DATE_SEX_JOKE, Can we cut straight to sex? Naw, I'm only kidding. Let's roll.)

 

Btw, i found pedocsbaers Sound directory again.

http://gtaforums.com/topic/833993-gta-san-andreas-audio-directory/

 

 

And yes i thought about that "play" feature,too. Maybe I add the possibility to link it to a exported "sound-directory-folder-structure"

Edited by miclin

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Expendable

I think descriptions of each and every sound (in the preview pane, for example) would be unnecessary if one could simply hit PLAY to preview the sounds. That would eliminate a LOT of work building a database.

 

 

Btw, i found pedocsbaers Sound directory again.

http://gtaforums.com...udio-directory/

That's helpful. I can use that with the SAAT tool to find sounds I might want to use instead of constantly searching through all the banks, which is incredibly time-consuming and tedious work.

Maybe put that list (with the descriptions, but without all the offsets and other unnecessary data) in the app's help file.

 

Thanks for posting that link. All the links I've found to escobars list are no good now.

 

 

EDIT:

Also, if, one day, a database of Sound IDs and their descriptions IS actually finished, wouldn't your tool be useless? At that point, all one would need is a database browser to look up sounds and get their ID. Just a thought.

Edited by Expendable

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miclin

 

EDIT:

 

Also, if, one day, a database of Sound IDs and their descriptions IS actually finished, wouldn't your tool be useless? At that point, all one would need is a database browser to look up sounds and get their ID. Just a thought.

The tool as it is right now? yes. But as "Browser" with linked soundfiles, database, etc. no.

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Expendable

Agreed.

Running the sound files through an open source speech-to-text tool might go a long way toward creating the description database. Although it may choke on some of the slang, which would need to be manually corrected. (I make it sound simple, don't I? lol)

 

This python package will transcribe wav files to text:
https://pypi.python.org/pypi/SpeechRecognition/

 

Or Sphinx-4 using Java can do it:
http://cmusphinx.sourceforge.net/wiki/tutorialsphinx4

Edited by Expendable

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boludoz
you can add new sondos ?

you can add new sounds?

Edited by boludoz

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boludoz

// SCM

03CF load_mission_audio 1 id 43205
03D0 has_mission_audio_loaded [email protected]
03D1 play_mission_audio 1
03D2 has_mission_audio_finished [email protected]
03D7 set_mission_audio_position 3 to 884.9761 -1079.983 23.3133
040D clear_mission_audio [email protected]
092E get_water_height_at_coords [email protected] [email protected] ignore_waves 0 store_to [email protected]
094E disable_char_speech [email protected] stop_now 1
094F enable_char_speech [email protected]
09A4 set_up_conversation_node_with_speech 'DEAL1' 'DEAL2' 'DEAL3' speech 192 77 78
0A1C disable_heli_audio [email protected] to 1
03CF: load_wav 43205 as 1
03D0: wav [email protected] loaded
03D1: play_wav 1
03D2: wav [email protected] ended
040D: unload_wav [email protected]
092E: get_water_height_at [email protected] [email protected] ignore_waves 0 store_to [email protected]
0949: link_wav [email protected] to_actor [email protected]
097C: attach_wav 3 to_object [email protected]
09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78 // You want some stuff? // Take it easy man. // f*ck you man!
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79 // Take it easy man.
0A16: link_wav 3 to_car [email protected]
0A18: set_dialogue_classA_question_GXT [email protected] answer_yes_GXT [email protected] answer_no_GXT [email protected] question_WAV [email protected] answer_yes_WAV [email protected] answer_no_WAV [email protected]
0A3C: set_dialogue_classA_end_GXT [email protected] WAV [email protected]

// Cleo 3

0AAC load_audio_stream "CLEO\playlist\1.mp3" store_to $hMP3

0AAD set_audio_stream_state $hMP3 to 1

0AAE release_audio_stream $hMP3

0AAF get_audio_stream_length $hMP3 store_to [email protected]

// Cleo 4

0ABB get_audio_stream_volume $hMP3 store_to [email protected]

0ABC set_audio_stream_volume $hMP3 to [email protected]

0AC0 set_audio_stream_looped $hMP3 to 1

0AC1 load_3d_audio_stream "sample.mp3" store_to [email protected]

0AC2 set_play_3d_audio_stream_at_coordinates $hMP3 to [email protected] [email protected] [email protected]

0AC3 set_play_3d_audio_stream_at_object $hMP3 object $object

0AC4 set_play_3d_audio_stream_at_char [email protected] char [email protected]

0AC5 set_play_3d_audio_stream_at_car [email protected] car [email protected]

0AC6 get_label_pointer @label store_to [email protected]

0AC7 get_var_pointer [email protected] store_to [email protected]

Edited by boludoz

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Expendable

Thanks for the help everyone. Marking this solved. :)

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