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GTA Modification Forums
C++ Scripthook Audio Events
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Skorpro  |
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GTAholiker

Group: Members
Joined: Jul 19, 2009


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Hi, maybe it's useful I've used PlaySoundFromVehicle in my "Undercover Police Car" mod. C++| CODE | eSound sirenSound; Vehicle copCar; sirenSound = GetSoundId();
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// Start sound PlaySoundFromVehicle(sirenSound, "AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP", copCar);
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// Stop sound StopSound(sirenSound); ReleaseSoundId(sirenSound);
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" AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP" was taken from " ..\Rockstar Games\Grand Theft Auto IV\pc\audio\Config\SOUNDS.DAT15". Here some examples:| CODE | RESIDENT_AMB_RESIDENT_ALARM_SIREN_24 AMBIENT_HORNS_REGULAR_SIRENS AMBIENCE_VEHICLES_HORNS_POLICE_WARNING AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP_RND AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP_RND_MT_A AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP_RND_MT_B AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP_RND_MT_C AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP_RND_MT_A_PLAYFOR AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP_RND_MT_B_PLAYFOR AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP_RND_MT_C_PLAYFOR AMBIENT_HORNS_REGULAR_SIRENS_PLAYFOR BC3_BUOYS_AHOY_HARBOUR_PATROL_SIREN VEHICLES_HORNS_POLICE_WARNING_SIMPLE SIRENS_SLOW SIRENS_SLOW_MULTI SIRENS_SLOW_MULTI_SIREN_ENVELOPE SIRENS_SLOW_MULTI_ON_STOP SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_ENV SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_SEQ SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_SEQ_GET_TIME SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_GET_CUR_TIME SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_COMPUTE_PITCH SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_COMPUTE_CUTOFF SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_COMPUTE_VOLUME VEHICLES_HORNS_SIREN_1_WRAPPER VEHICLES_HORNS_SIREN_1_WRAPPER_1 SIRENS_SIRENS_SLOW_COMPONENTS_MULTI SIRENS_SIRENS_SLOW_COMPONENTS_MULTI_OUTOFTUNE SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ2 SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ2_PAUSE SIRENS_SLOW_RANDOMIZER SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_ENV_IS_f*ckED SIRENS_SIRENS_SLOW_COMPONENTS_SILENCER SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_RANDOMIZE_PITCH SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_CALC_FACTOR SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_MULT_CUTOFF SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_SUB_PITCH SIRENS_SIRENS_SLOW_COMPONENTS_VAR_BLOCK_LOOP_SEQ_SUB_TIME VEHICLES_HORNS_POLICE_WARNING_LOOP SIRENS_RANDOM_WARNING_SEQ SIRENS_RANDOM_WARNING_RANDOM SIRENS_RANDOM_WARNING_RANDOM_1 SIRENS_RANDOM_WARNING_RANDOM_2 SIRENS_RANDOM_WARNING_RANDOM_3 SIRENS_RANDOM_WARNING_RANDOM_4 SIRENS_BLIP_SEQ_1 SIRENS_AIRHORN SIRENS_EURO_HIGH SIRENS_EURO_LOW SIRENS_f*ckED VEHICLES_HORNS_FIRETRUCK_WARNING_HORN_SIRENS_AIRHORN PLAYER_f*ckED_SIREN PLAYER_f*ckED_SIREN_MATHS PLAYER_f*ckED_SIREN_SEQ PLAYER_f*ckED_SIREN_SEQ_GET_START_TIME SIRENS_TEST_MATH PLAYER_f*ckED_SIREN_MATHS_FSE PLAYER_f*ckED_SIREN_SEQ_GET_TIME
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Have fun
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Deluxe8900  |
Posted: Wednesday, Sep 19 2012, 14:37
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Player Hater

Group: Members
Joined: Jun 14, 2012

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| QUOTE (Grady Featherstone @ Monday, Sep 17 2012, 04:42) | Is it possible to do that in C#? I've found the native function PLAY_AUDIO_EVENT_FROM_VEHICLE but GTAModding doesn't have any information for it... | C# serious? Use llvlm its a interactive assmbler written in C-like syntax with a framework to call natives functions, or more common called Scocl. It's much easier. Just need to know int, vars, loops, and thats pretty much it. void main() { REMOVE_PLAYER_WEAPONS(weapon, ped) player native (forget it) } much easier in C++ than C# where you have to do like 9 lines code, C++ you can do it in 4 or even less.
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Grady Featherstone  |
Posted: Wednesday, Sep 19 2012, 21:35
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GTAPoliceMods.com Web Developer

Group: Members
Joined: Jan 4, 2012


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| QUOTE (Deluxe8900 @ Thursday, Sep 20 2012, 00:37) | | QUOTE (Grady Featherstone @ Monday, Sep 17 2012, 04:42) | Is it possible to do that in C#? I've found the native function PLAY_AUDIO_EVENT_FROM_VEHICLE but GTAModding doesn't have any information for it... |
C# serious?
Use llvlm its a interactive assmbler written in C-like syntax with a framework to call natives functions, or more common called Scocl. It's much easier.
Just need to know int, vars, loops, and thats pretty much it.
void main() { REMOVE_PLAYER_WEAPONS(weapon, ped) player native (forget it) }
much easier in C++ than C# where you have to do like 9 lines code, C++ you can do it in 4 or even less. | But what if you don't know the parameters for the actual native?
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Skorpro  |
Posted: Thursday, Sep 20 2012, 04:56
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GTAholiker

Group: Members
Joined: Jul 19, 2009


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@Grady FeatherstoneHi, Native parameters:| CODE | PLAY_AUDIO_EVENT_FROM_VEHICLE(const ch *audioName, Vehicle car);
| C++ Code:| CODE | Vehicle car; GetCarCharIsUsing(GetPlayerPed(), &car); if (IsCharInCar(GetPlayerPed(),car)) { PlayAudioEventFromVehicle("AMBIENT_HORNS_REGULAR_SIRENS", car); } else { PrintStringWithLiteralStringNow("STRING", "Get a car first!", 2000, 1); }
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For Sounds like "AMBIENT_HORNS_REGULAR_SIRENS" see example above (my first post). Please ask ch3y3zze for a conversion to C#  C ya EDIT: PS: It's better to use " PLAY_SOUND_FROM_VEHICLE" because you can simply start and stop the sound with sound ID This post has been edited by Skorpro on Thursday, Sep 20 2012, 05:01
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MOrdecki  |
Posted: Wednesday, Apr 17 2013, 17:15
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Scripter

Group: Members
Joined: Jul 10, 2006


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Skorpro  |
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GTAholiker

Group: Members
Joined: Jul 19, 2009


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| QUOTE (MOrdecki @ Wednesday, Apr 17 2013, 17:15) | Woha, didn't check for ansfer lately, that worked thanks  | You're welcome (PROSZĘ BARDZO)
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