#1 16-06-2010 20:54

Wesser
From: Matera, Italy
Registered: 12-08-2009
Posts: 10

Disable engine sound

Is it possible to disable a specified car engine sound? I found out only how to do it before the game loads each vehicle defined internally, like alexander made. sad

Offline

#2 17-06-2010 06:07

Seemann
Registered: 07-08-2006
Posts: 2,155

Re: Disable engine sound

Car or model? If the latter, this table may help
http://sannybuilder.com/dev/enginesounds.htm

http://www.gtaforums.com/index.php?show … &p=4225227

If not, you may disable engine sound for the model before creating a vehicle by setting it to -1, then return original values back.

Offline

#3 17-06-2010 16:52

Wesser
From: Matera, Italy
Registered: 12-08-2009
Posts: 10

Re: Disable engine sound

Thanks for your reply, but that's exactly what I've already tried. Setting those engine sounds to -1 works only if the game hasn't loaded a vehicle yet but not whenever ingame. In addition, it doesn't disable it properly since I can still hear the reverse sound. cry

I need some offset to add at the current vehicle pointer to make its engine muted (like actors). smile

Offline

#4 17-06-2010 18:30

Seemann
Registered: 07-08-2006
Posts: 2,155

Re: Disable engine sound

Well, try this:

CVehicle + 138h is start of the CVehicleData sub-struct.

CVehicleData + 80h is start of the CVehicleSounds sub-struct.

CVehicleSounds + 0x2 is sound up (2 bytes) and CVehicleSounds + 0x4 is sound down (2 bytes).

So, car_struct + 0x1BA should be a sound up and car_struct + 0x1BC is a sound down. Read them and compare with the sounds table I mentioned above. If values are same, then try to change them.

Offline

#5 18-06-2010 16:07

Wesser
From: Matera, Italy
Registered: 12-08-2009
Posts: 10

Re: Disable engine sound

Well, all values match each other but those memory addresses are read-only and they don't work even by forcing them with virtual protect set to 0. Any other ways? smile

Offline

#6 22-06-2010 21:46

Wesser
From: Matera, Italy
Registered: 12-08-2009
Posts: 10

Re: Disable engine sound

Ok, leave that question because of the unknown ways according to its resolution. I have an off-topic question instead: is there a way to attach an actor to another actor without making the coords lag visible?

Offline

Board footer

Powered by FluxBB