ThePedro004 Posted May 22, 2022 Share Posted May 22, 2022 (edited) WARNING: Sound mods don't seem to work in the latest 1.04 patch of the game. If you know how to solve this, please let me know. For 1.03 and prior versions, this tutorial still works. In this tutorial you will learn how to modify sound effects in the game in the right way. This way your sounds will have the volume set in the game menu. The audio file system of the definitive trilogy is more or less the same as the originals, opening Umodel and going to SanAndreas/Audio/SFX/GENRL, we can see that this time the audios are separated into categories: That's the banks, but now separated by name, find the sound you want to change within it. I will change the sounds of the AK-47 and the M4, which are in WEAPONS: As you can see, the sounds have different names, they start at S_000 instead of sound_001. In the original GTA San Andreas the sounds I want to change are Sound_004 and Sound_005. So in this case I will decrease the count by one number, I will change S_003 and S_004. You can extract the sounds to check which ones you want to change, but to do this you must select the Sound option when you start Umodel: Now we will need the sound you want to replace. Open it in Audacity or any other sound editor and export it as OGG at quality 10. Unlike the original games, the Unreal Engine supports stereo audio! After you have exported your audio, rename them to their original names, if you want to convert a lot of audio at once, this can be a bit of a pain, I recommend using the Bulk Rename Utility. Now import your sounds into the Unreal Engine. Now you should just cook the files, right? WRONG. If you do this, the in-game sounds will not follow the volume setting of the menu. To solve this we have to create a sound class. To find out what name of the sound class you should use, open the original audio file you want to modify in Fmodel and look for "SoundClassObject", like in the image below, if it is not written there, you do not need to create a sound class! This seems to be the case with the in-game radios, but always check! As seen in Fmodel, the class I must create is SA_SFX, which controls the sound effects of the game. Then in Unreal Engine create a Common folder in the root of your project, and inside it create another folder called Audio, following the same structure of the screenshot above, where the classes are located. Now right-click, go to Sounds\Class and create a new sound class: Name it the class name that your sounds belong to, in my case SA_SFX. Now go back to the root folder of your project and double click on your sound, if there are several, select them all by holding shift/ctrl and double click on them. A settings window will open, look for the following parameter: Here is our class! Now we just need to change it: Now click Save at the top of this window and close it. Your sounds should be right now! Save all and cook the files. Now go to your project folder, in the cooked files (I taught this in the previous tutorials, but some people forget, you have to go to Saved\Cooked\WindowsNoEditor "nameofyourproject"\Content.) Take ONLY your audio files there, which should be in .uasset and .uexp. Do not create the .pak with the sound class, it is just a pointer! Once this is done, just compile it into .pak and drop it in the mods folder, everything should be fine. Next Tutorial: How to Replace Models Back to the Tutorials Index Edited June 7, 2022 by ThePedro004 Link to comment Share on other sites More sharing options...