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AudioFX v1.1 (Addon for DYOM)


Satourn
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AudioFX, made by andre500 of the Russian DYOM (and scripting) Community and distributed here by yours truly with his permission, is an addon for DYOM 8.1 that allows the designers to make seamless soundtracks for their missions. To get a better understanding of what it means, watch the video above.

 

Adding the audio files with this script is almost the same as without it: you just put the .mp3 files in the respective audio-folder of your mission, which can be found in the SD folder. The only difference is that you have to name the audiofiles "XX_afx.mp3" instead of just "XX.mp3", where XX is the number of the objective you want the sound to start on. The audio will then play until it ends, no matter how many objectives are left until the end of the mission. Stopping the audio is done the same way as it is in the original DYOM - just put an empty text file named "XX.noa", where XX is the number of the objective you want the sound to stop on, in the respective audio-folder of your mission.

 

Installation process is simple - put the "afx.cs" file from the RAR archive in the CLEO folder of your GTA San Andreas.

 

Download http://www.mediafire.com/file/sw705yl9265nwzo/1521743038_afx.rar

Edited by SatournFan
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omigawail

This addon should be essential for everyone playing and designing missions. I don't see any downsides to it. Again, the russian community gave us great contributions. Thanks for the translation Satourn

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The Half-Blood Prince

This opens up a possibility to put 2 different ambient sounds in a mission, it's really useful considering only one it's not enough sometimes. Thanks for sharing, SF.

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Brian Jeremy

Can 2 music or 2 ambient sounds be added at the same time? 

I saw this mod but it was in Russian and I could not understand it 

Are the sounds heard at the moment your mission is over?

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25 minutes ago, ScorpionMan2001 said:

Can 2 music or 2 ambient sounds be added at the same time? 

I saw this mod but it was in Russian and I could not understand it 

Are the sounds heard at the moment your mission is over?

I don't think you can do that. And the sounds play until your mission ends, not after it ends.

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SeanAlgerian

Thanks for the add-on SF! This may help us in the future upcoming mission because it's useful, good to see the community growing.

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  • 1 month later...
The Half-Blood Prince

Just realized it doesn't work in cutscenes. I had to put a "player animation" objective between cutscenes and make the song to start at the point I wanted. If anyone is having the same problem, just do the same thing and it will be fixed.

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On 7/9/2019 at 3:19 AM, The Half-Blood Prince said:

Just realized it doesn't work in cutscenes. I had to put a "player animation" objective between cutscenes and make the song to start at the point I wanted. If anyone is having the same problem, just do the same thing and it will be fixed.

Thank you :)

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57 minutes ago, TQR said:

I create, say 73.noa , and the audio doesnt stop :/

it stops in 73 but starts aga for 74. You have to make a .noa file for every objective where you dont want it. In this case, 73.noa then 74.noa and so on until the last objective

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  • 1 year later...
  • 1 year later...
yrkomm16

I have a problem with this addon. When I make for example "18_afx.mp3", music starts playing in ALL OF MY MISSIONS! I have several SD folders with sounds. Do I have to put .noa files in all of my folders?

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Yasir_RFL
2 hours ago, yrkomm16 said:

I have a problem with this addon. When I make for example "18_afx.mp3", music starts playing in ALL OF MY MISSIONS! I have several SD folders with sounds. Do I have to put .noa files in all of my folders?

That's a DYOM glitch, if you are on DYOM for too long, the SDs will fuk up.

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The Half-Blood Prince
On 6/19/2022 at 6:42 AM, yrkomm16 said:

I have a problem with this addon. When I make for example "18_afx.mp3", music starts playing in ALL OF MY MISSIONS! I have several SD folders with sounds. Do I have to put .noa files in all of my folders?

 

It's a known bug of this add-on, I don't think it has been fixed yet. You have to start a new game and then load the new mission.

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  • 2 weeks later...
yrkomm16

I have another problem - it is not working in Storyline missions, only in .dat missions

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  • 3 weeks later...
Detonario

I will test it.

Edited by Detonario
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Detonario

I tested your mod a bit. I tried it with checkpoints. Everything works. But it seems there is a problem in your script. The AFX files always react one objective too late. The same is true for NOA files. They also react one objective too late. You should adjust this in the script. Otherwise very well done.

Edited by Detonario
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Detonario

Works with cut scenes as well. Once you stop an AFX file with a NOA file, the AFX file won't play anymore. I assume this is right. Otherwise you would have 2 AFX files at certain positions that would run at the same time. So, everything good here. Just change the delay with the objectives and this mod will be perfect. ✌️

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