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How to trigger mission completed sound effect in game?


seaque
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I am trying some different sounds for it and it's quite tedious to complete a mission everytime to check how the new thing sounds. I am looking for a way to somehow trigger it because the effect can sound different in game (which it does, for example in very low volume).

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1 hour ago, seaque said:

I am trying some different sounds for it and it's quite tedious to complete a mission everytime to check how the new thing sounds. I am looking for a way to somehow trigger it because the effect can sound different in game (which it does, for example in very low volume).

 

You could possibly do it with a simple script if you knew the sound name and the soundset name. For example, in the decompiled scripts you find things like this:

 

AUDIO::PLAY_SOUND_FRONTEND(-1, "Mission_Pass_Notify", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS", true);

 

In that example "Mission_Pass_Notify" is the sound name and "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS" is the soundset name.

 

So all you would need is a simple script that called that Native with the required parameters when a key/button is pressed and it *should* play the sound. ScriptHookVDotNet also has Game.PlaySound(string soundfile, string soundset) as well, which does the same thing. That might be slightly different in SHVDN 3.0 but that's what it is called in SHVDN 2.0.

 

I say *should* because you might also have to request the required soundset before using it... not sure, haven't done that much with sound to be honest.

Edited by LeeC22
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Posted (edited)

I have no idea what i'm doing, created this script which looks like it's working when i list scripts, but crashes the game after i click Numpad 6. My mission complete sound effect is already replaced with the alternative in the files.

 

spacer.png

 

using System;
using System.Windows.Forms;
using GTA;
using GTA.Native;
using GTA.Math;

namespace AlternativeMCSound //Your Mod Name Here
{
    public class Main : Script
    {
        public Main()
        {
            Tick += onTick;
            KeyDown += onKeyDown;
        }
        private void onTick(object sender, EventArgs e)
        {

        }
        private void onKeyDown(object sender, KeyEventArgs e)
        {
            if (e.KeyCode == Keys.NumPad6)
            {
                Function.Call(Hash.PLAY_SOUND_FRONTEND, "Mission_Pass_Notify", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS", 1);
            }
        }
    }
}
Edited by seaque
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4 minutes ago, seaque said:

I have no idea what i'm doing, created this script which looks like it's working when i list scripts, but crashes the game after i click Numpad 6. My mission complete sound effect is already replaced with the alternative in the files.

 

 

You are missing a sound ID parameter after the native name, that might be causing the crash. If you check back to the example I posted, you can see it is -1 in that instance. So your code just needs that adding like this:

 

Function.Call(Hash.PLAY_SOUND_FRONTEND, -1, "Mission_Pass_Notify", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS", 1);

 

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27 minutes ago, LeeC22 said:

 

You are missing a sound ID parameter after the native name, that might be causing the crash. If you check back to the example I posted, you can see it is -1 in that instance. So your code just needs that adding like this:

 

Function.Call(Hash.PLAY_SOUND_FRONTEND, -1, "Mission_Pass_Notify", "DLC_HEISTS_GENERAL_FRONTEND_SOUNDS", 1);

 

 

Yeah, it works now. The only thing missing is the parameters, but i've look everywhere and can't find the single player mission passed sound and soundset name. I can't figure out how to find these names with OpenIV or something. 

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1 minute ago, seaque said:

 

Yeah, it works now. The only thing missing is the parameters, but i've look everywhere and can't find the single player mission passed sound and soundset name. I can't figure out how to find these names with OpenIV or something. 

 

Doesn't the location where you replaced the file give you any indication of what the names might be, or are they just hash values?

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Posted (edited)
11 minutes ago, LeeC22 said:

Doesn't the location where you replaced the file give you any indication of what the names might be, or are they just hash values?

 

It's just the inside of SCRIPT.rpf file in mods/x64/audio/sfx, i replaced mc_120712_v1.awc which is the SP mission completed sound effect. I have a hinch that it can be found in sounds.dat54.rel but i just need to open that file as an xml.

Edited by seaque
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3 minutes ago, seaque said:

I have a hinch that it can be found in sounds.dat54.rel but i just need to open that file as an xml.

 

Codewalker can do that I believe, you might find some more info on the Codewalker Discord saying that, this site has very few contributors to GTAV modding now, so it's not the best place to get info from.

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