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 C++ Scripthook Audio Events

 
MOrdecki  
Posted: Wednesday, Sep 12 2012, 13:25
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Hey,
does anyone got any info where i can find audio events list ?
I am looking for siren sound to use with PlayAudioEventFromVehicle.

Thanks !
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Skorpro  
Posted: Monday, Sep 17 2012, 03:25
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Hi,

maybe it's useful smile.gif

I've used PlaySoundFromVehicle in my "Undercover Police Car" mod.

C++
CODE

eSound sirenSound;
Vehicle copCar;
sirenSound = GetSoundId();

...

// Start sound
PlaySoundFromVehicle(sirenSound, "AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP", copCar);

...

// Stop sound
StopSound(sirenSound);
ReleaseSoundId(sirenSound);


"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

...


Have fun biggrin.gif
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Grady Featherstone  
Posted: Monday, Sep 17 2012, 04:42
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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...
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Deluxe8900  
Posted: Wednesday, Sep 19 2012, 14:37
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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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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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ch3y3zze  
Posted: Thursday, Sep 20 2012, 01:31
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if u dont know parameters then u can guess the parameters, some are obvious and another way is to actually debug the game and reverse the function yourself but that's another story

and btw Deluxe u can call any native function with c# as long as u know the params and c# is simple, u make it sound like it is something unnecessary and difficult

please show me an example of something that takes 4 lines in c# but 1 line in scocl, im curious
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Skorpro  
Posted: Thursday, Sep 20 2012, 04:56
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@Grady Featherstone

Hi,

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); }


For Sounds like "AMBIENT_HORNS_REGULAR_SIRENS" see example above (my first post).

Please ask ch3y3zze for a conversion to C# smile.gif

C ya biggrin.gif

EDIT: PS: It's better to use "PLAY_SOUND_FROM_VEHICLE" because you can simply start and stop the sound with sound ID wink.gif

This post has been edited by Skorpro on Thursday, Sep 20 2012, 05:01
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Grady Featherstone  
Posted: Monday, Sep 24 2012, 00:25
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Hey Skorpro, thanks for the response!!!!

This code works great in C#!
CODE

GTA.Native.Function.Call("PLAY_AUDIO_EVENT_FROM_VEHICLE", "AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP", Player.Character.CurrentVehicle);

But to stop it I tried
CODE
GTA.Native.Function.Call("AMBIENT_AUDIO_BANK_NO_LONGER_NEEDED");

But that didn't work... I'm not sure if there's a way to set the native function to have a sound ID like in C++...?
And also, how'd you open the SOUNDS.DAT15? I tried in Spark IV but it couldn't open it...

This post has been edited by Grady Featherstone on Monday, Sep 24 2012, 00:34
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Prof_Farnsworth  
Posted: Wednesday, Sep 26 2012, 19:48
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QUOTE (Grady Featherstone @ Monday, Sep 24 2012, 00:25)
Hey Skorpro, thanks for the response!!!!

This code works great in C#!
CODE

GTA.Native.Function.Call("PLAY_AUDIO_EVENT_FROM_VEHICLE", "AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP", Player.Character.CurrentVehicle);

But to stop it I tried
CODE
GTA.Native.Function.Call("AMBIENT_AUDIO_BANK_NO_LONGER_NEEDED");

But that didn't work... I'm not sure if there's a way to set the native function to have a sound ID like in C++...?
And also, how'd you open the SOUNDS.DAT15? I tried in Spark IV but it couldn't open it...

You can open the DAT files with "OpenIV".
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MOrdecki  
Posted: Wednesday, Apr 17 2013, 17:15
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QUOTE (Skorpro @ Monday, Sep 17 2012, 04:25)
Hi,

maybe it's useful smile.gif

I've used PlaySoundFromVehicle in my "Undercover Police Car" mod.

C++
CODE

eSound sirenSound;
Vehicle copCar;
sirenSound = GetSoundId();

...

// Start sound
PlaySoundFromVehicle(sirenSound, "AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP", copCar);

...

// Stop sound
StopSound(sirenSound);
ReleaseSoundId(sirenSound);


"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

...


Have fun biggrin.gif

Woha, didn't check for ansfer lately, that worked thanks smile.gif
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julionib  
Posted: Thursday, Apr 18 2013, 23:32
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QUOTE (MOrdecki @ Wednesday, Sep 12 2012, 13:25)
Hey,
does anyone got any info where i can find audio events list ?
I am looking for siren sound to use with PlayAudioEventFromVehicle.

Thanks !

maybe this can help you find the proper sound, check the end of the blog post smile.gif

http://gtaxscripting.blogspot.com/2013/03/...d-external.html
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Skorpro  
Posted: Friday, Apr 19 2013, 05:41
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QUOTE (MOrdecki @ Wednesday, Apr 17 2013, 17:15)
Woha, didn't check for ansfer lately, that worked thanks smile.gif

You're welcome smile.gif (PROSZĘ BARDZO)
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