Content text How to Make Custom Add-On Car Sounds in Grand Theft Auto V
How to Make Custom Add-On Car Sounds in Grand Theft Auto V An Awful Guide By LamboFreak / 3P1C Made Possible by dexyfex, CodeWalker Dev Have you ever made an add-on car for the game, only for there to not be a sound that’s not quite what you wanted? Or have you just wondered what something would sound like if you made some small adjustments? Well, thanks to some recent discoveries and breakthroughs in the sound modding scene, it is now possible to add ENTIRELY NEW car sounds into GTA V, WITHOUT REPLACING ANY FILES. In this guide, I may not do that great of a job at explaining things in general, but I’ll try to the best of my ability. I also use a personal FiveM server as a testing environment, so I’m not really going to be going over how to pack it into a DLC. There’s likely other guides for that. However, I will explain WHERE everything will theoretically go in said DLC. I’m still discovering new things about the sounds as I go, so this will likely be updated as we figure out more about them. Here’s what you’ll need to start: ● CodeWalker (you can get this by joining the official CodeWalker Discord) ● OpenIV ● Notepad ++ ● A car to test sounds on ● Patience ● Many Patience ● Seriously, a lot of patience Step 1: Creating the AWC The first thing you need to do is come up with an idea of what you want your sound to be. Think about all of the vehicles in the game and try to get a good idea of what bits and pieces you want from those cars for your car (for example, think about the
exhaust pops, turbo sounds, engine and exhaust sounds, how high or low the engine revs, etc.). Also think about what car you want to base your sound on. It is much easier to work from a base than to work from the ground up. Next, fire up OpenIV and extract all of the sounds that you know you’ll likely be using. To do this, go to the location of the vehicle (usually located in the dlc.rpf in x64/audio/sfx/dlc_[insert name of dlc here]) and right-click on the AWC that you need. Then, select “Export to OpenFormats” in the context menu that appears. Export it in a folder that you will put all of your exported car sounds in and that is clean from clutter, so that you aren’t wasting time trying to find things. You can do this for every car that has a specific sound you want, but when you get to the car that you will be basing your sound off of, extract the [insert car name here]_npc.awc as well to ensure that the NPC sound is as similar to your custom sound as possible. Now, in your folder, you’ll notice that a folder and an OAC file were both created for each AWC soundbank you’ve extracted. The folders contain the sounds that were in each soundbank, formatted as 16-bit WAV files. The OAC files contain the scripting
Below is an example of what my work environment looks like now with these folders and OACs: infernussr and stratumc are both new sounds I’m working on in this example, with the rest being DLC or base game cars that I’ve taken other sounds from. infernussr is based on supercar_3_eur_v8, which, despite the obviously reee-inducing name, is the Infernus sound. stratumc is based on sports_saloon_4_jp_flat4, which is the Sultan RS sound. Next, once you are happy with how your combo of sounds is shaping up, it’s time to define them in the OAC. This is why exporting all of those soundbanks as OpenFormats is extremely important. Open up the OAC of all of the files in Notepad ++ and take a look at the general structure. You’ll notice that sounds are defined in a certain way, and you’ll need to copy the way the sounds are defined from any car that you took sounds from, like exhaust pops or startup sounds. For example, a car’s startup and BOV sounds may look like this: