Fleenz Posted October 31, 2021 Share Posted October 31, 2021 (edited) in the game directory, "gtaiv_vehicleAudioSettings.ini" is within pc\audio\config. this file is a simply written line of code that constructs the distinctive sounds of each of the 130+ vehicles within the game. this includes, but not limited to, stuff like horns, door open/close sounds, engine sounds, engine redline pitch, and how LCPD dispatch identifies the make and model. you'd likely be best familiar with the file if you run the Fastman92 Limit Adjuster added vehicle audio function in conjunction with LCPDFR or for modding cars into the game without replacing any of the vanilla ones. doing this because even after 13 years since the game's release, i couldn't find a concrete explanation as to how the file determines its functions of vehicle sounds. some lines are obvious, some are not. i could ask around, but i want to see how much i can discover to the best of my abilities because i like breaking stuff down, and editing car sounds how i personally see fit; as well as making my own audio settings for add-on cars that didn't come with their own lines and rather piggyback off of a vanilla car. additions and corrections are welcome the main example i will use is the dundreary admiral, being the first result on the file list: Spoiler [admiral] structType = 0 field_1 = 41493 flags = 0xAA669 floatAsInt_A = -7.0 floatAsInt_E = -2.0 engineLowSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_ENGINE_LOW engineHighSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_ENGINE_HIGH exhaustLowSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_EXHAUST_LOW exhaustHighSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_EXHAUST_HIGH revsOffSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_REVS_OFF_2 field_26 = 660.0 field_2A = 200.0 floatAsInt_2E = -4.0 floatAsInt_32 = 0.0 field_36 = 4000.0 field_3A = 1000.0 floatAsInt_3E = -5.0 floatAsInt_42 = 0.5 field_46 = 640.0 field_4A = 200.0 floatAsInt_4E = -2.0 floatAsInt_52 = 2.0 field_56 = 160.0 field_5A = 100.0 floatAsInt_5E = 4.0 floatAsInt_62 = 6.0 floatAsInt_66 = 0.0 field_6A = 50.0 field_6E = 50.0 floatAsInt_72 = -6.0 floatAsInt_76 = -12.0 engineWaveShape = ENGINE_WAVE_SHAPE floatAsInt_7E = 0.0 exhaustWaveShape = EXHAUST_WAVE_SHAPE floatAsInt_86 = 0.0 floatAsInt_multiplier1200_8A = -0.666667 floatAsInt_multiplier1200_8E = 1.0 engineIdleLoopSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_ENG_IDLE_LOOP exhaustIdleLoopSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_EX_IDLE_LOOP floatAsInt_multiplier1200_9A = 0.0 floatAsInt_multiplier1200_9E = 1.0 transmissionSound = VEHICLES_TRANSMISSION_1 floatAsInt_A6 = -8.0 floatAsInt_AA = 4.0 sound_AE = VEHICLES_ENGINE_RESIDENT_NULL_LOOP floatAsInt_B2 = -4.0 floatAsInt_B6 = 2.0 exhaustPopSound = NULL_SOUND airIntakeSound = VEHICLES_EXTRAS_AIR_INTAKE_1 floatAsInt_multiplier1200_C2 = 0.166667 floatAsInt_multiplier1200_C6 = 0.833333 dumpValveSound = NULL_SOUND startSound = VEHICLES_ENGINE_RESIDENT_V8_LUXURY_1_START hornSound = ADMIRAL_MULTI_HORN openSound = VEHICLES_EXTRAS_LUXURY_OPEN closeSound = LUXURY_DOOR_CLOSE_RND trunkOpenSound = VEHICLES_EXTRAS_LUX_SUV_TRUNK_OPEN trunkCloseSound = VEHICLES_EXTRAS_LUX_SUV_TRUNK_CLOSE field_E6 = 0.5 suspensionUpSound = PNEUMATIC_SUSPENSION_UP suspensionDownSound = PNEUMATIC_SUSPENSION_DOWN field_F2 = 0.4 field_F6 = 1.0 policeScannerManufacturerSound = POLICE_SCANNER_MANUFACTURER_MAN_DUNDREARY policeScannerModelSound = POLICE_SCANNER_MODEL_MOD_ADMIRAL policeScannerVehicleCategorySound = POLICE_SCANNER_VEHICLE_CATEGORY_SEDAN gearTransmissionSound = VEHICLES_ENGINE_RESIDENT_GEAR_TRANSMISSION floatAsInt_multiplier1200_10A = 0.333333 floatAsInt_multiplier1200_10E = 2.16667 floatAsInt_multiplier1200_112 = 0.666667 floatAsInt_116 = 0.0 field_11A = 50 floatAsInt_11E = 0.0 floatAsInt_122 = 2.0 floatAsInt_126 = 18.0 jumpLandSound = VEHICLE_JUMP_LAND field_12E = 0 field_132 = 0 ignitionSound = IGNITION engineShutDownSound = VEHICLES_ENGINE_RESIDENT_SHUT_DOWN_1 field_13E = 3 field_13F = 1 field_140 = 1 field_141 = 1 indicatorVehicleOn = VEHICLES_EXTRAS_INDICATOR_MODERN_CAR_ON indicatorVehicleOff = VEHICLES_EXTRAS_INDICATOR_MODERN_CAR_OFF engineCoolingFan = ENGINE_COOLING_FAN handbrakeSound_14E = NULL_SOUND sound_152 = NULL_SOUND sound_156 = NULL_SOUND handbrakeSound_15A = VEHICLES_EXTRAS_STANDARD_HANDBRAKE field_15E = 1 field_15F = 0 field_160 = 4 and a breakdown as to how each line executes each audio function of the car: Spoiler [admiral] = the model of the car. this must match the font case of the model AND texture for proper implementation, like how the former and latter have to match. structType = structure type. this is the only explanation offered in the file. 0 for land vehicles, 4 for helicopters, 7 for boats. field_1 = unknown, but this is unique to each vanilla car. flags = somewhat like a vehicles.ide flag. almost seemingly sorts by the specific class of the car. floatAsInt_A = determines amplitude of engine in comparison with the exhaust. no value greater than 0. functions as the beginning of a range with Int_E. floatAsInt_E = determines amplitude of exhaust in comparison with the engine. no value greater than 0. functions as the beginning of a range with Int_A. engineLowSound = engine sound when running in lower RPM engineHighSound = engine sound when running in higher RPM exhaustLowSound = engine sound from exhaust when running in lower RPM exhaustHighSound = engine sound from exhaust when running in higher RPM revsOffSound = engine sound when letting off the throttle after throttle input. field_26 = field_2A = floatAsInt_2E = floatAsInt_32 = field_36 = field_3A = floatAsInt_3E = floatAsInt_42 = field_46 = field_4A = floatAsInt_4E = floatAsInt_52 = field_56 = field_5A = floatAsInt_5E = floatAsInt_62 = floatAsInt_66 = field_6A = field_6E = floatAsInt_72 = floatAsInt_76 = engineWaveShape = ENGINE_WAVE_SHAPE floatAsInt_7E = exhaustWaveShape = EXHAUST_WAVE_SHAPE floatAsInt_86 = floatAsInt_multiplier1200_8A = determines the range of the engine sound at low revs. functions as the beginning of a range with 8E. floatAsInt_multiplier1200_8E = determines the range & peak (redline) of the engine sound at high revs. functions as the ending of a range with 8A. engineIdleLoopSound = engine sound when idling. exhaustIdleLoopSound = engine sound from exhaust when idling. floatAsInt_multiplier1200_9A = floatAsInt_multiplier1200_9E = transmissionSound = transmission shifting sound when in third person floatAsInt_A6 = floatAsInt_AA = sound_AE = VEHICLES_ENGINE_RESIDENT_NULL_LOOP floatAsInt_B2 = floatAsInt_B6 = exhaustPopSound = popping sound emitting from exhaust when revving high in high powered vehicles (banshee, infernus, sultan RS, and even the sanchez) airIntakeSound = sound of the air intake/turbo when engine output is at high RPMs floatAsInt_multiplier1200_C2 = range of the intake/turbo sound at low RPMs. works in correlation with C6. floatAsInt_multiplier1200_C6 = range & peak of the turbo sound at high RPMs works in correlation with C2. dumpValveSound = determines whether or not the vehicle emits a dump valve sound when letting off the throttle startSound = engine sound when starting (the minor rev after the starter succeeds and stops) hornSound = determines the type of horn the vehicle is equipped with openSound = determines the opening sound of the cabin doors closeSound = determines the closing sound of the cabin doors trunkOpenSound = determines the opening sound of the trunk (boot) trunkCloseSound = determines the closing sound of the trunk (boot) field_E6 = suspensionUpSound = determines the sound of the suspension when it expands suspensionDownSound = determines the sound of the suspension when it compresses field_F2 = field_F6 = policeScannerManufacturerSound = police dispatch identifying the marque of the vehicle policeScannerModelSound = police dispatch identifying the model of the vehicle policeScannerVehicleCategorySound = police dispatch identifying the vehicle type or class gearTransmissionSound = determines the sound of the transmission shifting as if you were inside the car floatAsInt_multiplier1200_10A = floatAsInt_multiplier1200_10E = floatAsInt_multiplier1200_112 = floatAsInt_116 = field_11A = floatAsInt_11E = floatAsInt_122 = floatAsInt_126 = jumpLandSound = the sound code when the vehicle makes a jump and lands on its wheels field_12E = 0 field_132 = 0 ignitionSound = the starter sound. null for battery/hybrid vehicles. engineShutDownSound = sound code for when the engine is being disabled field_13E = behaves as an engine sound dampener/filter. a positive value seems to make the engine more muffled in latency and volume. at 0 the audio is raw and loud field_13F = similar to above field_140 = determines the vehicle radio type field_141 = determines the default radio station/station group indicatorVehicleOn = sound for the interior turn indicator relay when activated indicatorVehicleOff = sound for the interior turn indicator relay when deactivated engineCoolingFan = determines whether or not the vehicle has an audible radiator fan handbrakeSound_14E = an extra line for the handbrake sound. only the brute pony van has a line entry: "VEHICLES_EXTRAS_TRUCK_HANDBRAKE", whereas 15A is blank instead. sound_152 = sound_156 = handbrakeSound_15A = determines the sound of the handbrake/type of handbrake the vehicle has field_15E = field_15F = field_160 = Edited September 29, 2022 by Fleenz discovered a few more lines fastman92 1 Link to comment https://gtaforums.com/topic/976903-functions-of-gtaiv_vehicleaudiosettings/ Share on other sites More sharing options...
fastman92 Posted October 31, 2021 Share Posted October 31, 2021 (edited) I recommend you to compare the values between different vehicles and try to think what they could mean. Additionally you may copy values from one vehicle to another, run the game again and test the vehicle. Try to find the difference. Edited October 31, 2021 by fastman92 Link to comment https://gtaforums.com/topic/976903-functions-of-gtaiv_vehicleaudiosettings/?do=findComment&comment=1071699649 Share on other sites More sharing options...
Fleenz Posted November 5, 2021 Author Share Posted November 5, 2021 thank you! i have been doing something like that of the sort. i've got an idea what fields 2-6 for the engine and exhaust entries are, but i'm not too sure how to describe them yet. i'm actually enjoying this creative process in figuring out how dynamic i can make these sounds. i'm also considering sharing some audio loader entries for modded vehicles that may use them. all in due time Link to comment https://gtaforums.com/topic/976903-functions-of-gtaiv_vehicleaudiosettings/?do=findComment&comment=1071704032 Share on other sites More sharing options...
fastman92 Posted November 6, 2021 Share Posted November 6, 2021 (edited) For the research it would be best if the FLA allowed to reload the vehicle audio settings on the fly, with some button press. There is no such possibility currently. Edited November 6, 2021 by fastman92 Fleenz and yeshua_ 2 Link to comment https://gtaforums.com/topic/976903-functions-of-gtaiv_vehicleaudiosettings/?do=findComment&comment=1071706490 Share on other sites More sharing options...
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