No background ambient music sound around resident houses 0.9
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14.140
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I was annoyed by a night walk ever present background ambient music coming from houses, Copy/overwrite it inside the game directory to a folder (better backup the original one)
x64/audio/sfx/STREAMED_AMBIENCE.rpf
That's all.
Read the next additional lines only if you want to learn how to adjust this mod or create own sound mod:
============================================================
I followed the music change manual, generated 10 seconds long silent wav file, exported oac files - in same parameters 1 channel, 8000 hz 16bit wav file, as were the original ambient music sounds.
Similar approach as https://www.gta5-mods.com/misc/no-distant-car-sounds inspiration.
Tutorial: https://www.youtube.com/watch?v=ymLrNTjGBXA
(How to edit GTA V audio files in OpenIV (.awc))
https://github.com/FantomX1/AmbientBackgroundMusicModOAC
Also github library, for adding yourself only concerned files, being smaller in filesize not affecting everything combinable with other particular changed sound files mods or lower chance of affecting new GTA5 updates
It is enough in edit openIV app mode to drag and drop the .oac files definitions to affect particular sounds
x64/audio/sfx/STREAMED_AMBIENCE.rpf
That's all.
Read the next additional lines only if you want to learn how to adjust this mod or create own sound mod:
============================================================
I followed the music change manual, generated 10 seconds long silent wav file, exported oac files - in same parameters 1 channel, 8000 hz 16bit wav file, as were the original ambient music sounds.
Similar approach as https://www.gta5-mods.com/misc/no-distant-car-sounds inspiration.
Tutorial: https://www.youtube.com/watch?v=ymLrNTjGBXA
(How to edit GTA V audio files in OpenIV (.awc))
https://github.com/FantomX1/AmbientBackgroundMusicModOAC
Also github library, for adding yourself only concerned files, being smaller in filesize not affecting everything combinable with other particular changed sound files mods or lower chance of affecting new GTA5 updates
It is enough in edit openIV app mode to drag and drop the .oac files definitions to affect particular sounds
Првпат Додадено: Март 10, 2020
Последно Ажурирање: Март 10, 2020
Последно Симнување: пред 2 саати
17 Коментари
I was annoyed by a night walk ever present background ambient music coming from houses, Copy/overwrite it inside the game directory to a folder (better backup the original one)
x64/audio/sfx/STREAMED_AMBIENCE.rpf
That's all.
Read the next additional lines only if you want to learn how to adjust this mod or create own sound mod:
============================================================
I followed the music change manual, generated 10 seconds long silent wav file, exported oac files - in same parameters 1 channel, 8000 hz 16bit wav file, as were the original ambient music sounds.
Similar approach as https://www.gta5-mods.com/misc/no-distant-car-sounds inspiration.
Tutorial: https://www.youtube.com/watch?v=ymLrNTjGBXA
(How to edit GTA V audio files in OpenIV (.awc))
https://github.com/FantomX1/AmbientBackgroundMusicModOAC
Also github library, for adding yourself only concerned files, being smaller in filesize not affecting everything combinable with other particular changed sound files mods or lower chance of affecting new GTA5 updates
It is enough in edit openIV app mode to drag and drop the .oac files definitions to affect particular sounds
x64/audio/sfx/STREAMED_AMBIENCE.rpf
That's all.
Read the next additional lines only if you want to learn how to adjust this mod or create own sound mod:
============================================================
I followed the music change manual, generated 10 seconds long silent wav file, exported oac files - in same parameters 1 channel, 8000 hz 16bit wav file, as were the original ambient music sounds.
Similar approach as https://www.gta5-mods.com/misc/no-distant-car-sounds inspiration.
Tutorial: https://www.youtube.com/watch?v=ymLrNTjGBXA
(How to edit GTA V audio files in OpenIV (.awc))
https://github.com/FantomX1/AmbientBackgroundMusicModOAC
Also github library, for adding yourself only concerned files, being smaller in filesize not affecting everything combinable with other particular changed sound files mods or lower chance of affecting new GTA5 updates
It is enough in edit openIV app mode to drag and drop the .oac files definitions to affect particular sounds
Првпат Додадено: Март 10, 2020
Последно Ажурирање: Март 10, 2020
Последно Симнување: пред 2 саати
how about the random honking around the city though
Thanks, that would be interesting I also had a similar idea, but it looks like the particular music sounds are bound to specific houses, so I considered to keep only a few and that would effectively play only at some places or replacing with own songs eg Eminem etc. Otherwise I am yet rather a very beginner modder if at all yet, and such a change might not be easy accomplish-able for me if at all and worth the effort currently.
@Tennplugg ah you mean generally honking, that might be disabled in a plugin https://www.gta5-mods.com/misc/no-distant-car-sounds , or I might try to change it, or create a manual how to, but it is not difficult, there is a youtube video about it https://www.youtube.com/watch?v=ymLrNTjGBXA "How to edit GTA V audio files in OpenIV (.awc)" , and I got idea, recording, replacing the wav files with unplugged microphone recorded therefore silent wav files in Windows Mic Recorder, although it needs a little computer savvy skillfullness.
Any way to silence the guy saying "HEEEY YO MAH DUDE RIGHT?" Or the sounds around Grove Street i hate so much those completely kill the atmosphere for me.
@Mischa I would like to take a look at that, but I think that "Yo mah dude" sounds only when you speak first to that person no? Grove street I would have to check and find too. The thing is, I should make a separate mod for it in case other people would not be interested in that change and wanted to have it separately, another issue is, that this way format via a single file which contains hundreds of sounds, one might override other sound mod by using another, and it should be merged somehow, or creating some graphical interface,
otherwise, people won't be able to use multiple sound mods regarding the same music file, eg. sounds coming from - 'STREAMED_AMBIENCE.rpf'
or there is another method, to let people to populate such a file themselves with provided replacements, but it is a little bit more difficult approach for normal users, as far as I know to that is no any simplifying tool aside from common openIV
Hey, do you think there is a way to find out where each "amb_music_loop"s is played in the game, or do you think its random?
@FantomX1 thanks if it helps you i will download the game again and take a look at the game files to see where are these annoying sounds, the guy say "ey yo mah dude right?" He says without speaking with him, just come out of Franklin on Chamberlain Hill house you gonna see it and another similar is the guy saying "Hey what's happening" https://gtaforums.com/topic/809679-hey-youre-my-dude-right/ on this tread has all the annoying lines, like "Please help me someone" lol
@Mischa https://www.gta5-mods.com/scripts/muted-speech-and-pain
Fuck Cockstar North for even implementing those retarded sounds into the game.
@autosh0t it is possible to find out which file is which music in the mod by trial and error trying one after another. If you mean, to find out at which places on map plays which ambient, my experience was such, even after restarting the game, that a specific house had the exact music all the time, and due to ambient files not being many, maybe 20, I think of course, some houses re-use it, and at the same time I think that specific parts of map=style of houses, have specific ambient music, but did not test it trohougtly
@Mischa ok I might check it, no need to find or redownload, I have not changed those sounds in my mod, and I have fast internet if I find time for that, though If you would be to check that via openIV tool. It's not difficult, it's just like a regular file browser to find and play actually.
@FantomX1 Thanks!
@Brukanator Thanks i'll take a look at the mute mod
@FantomX1 Hey can you disable the shooting sounds around car dealership? I hate ammunation shooting sounds
I listed a tutorial where it is explained in a 1minute 30 seconds video, how to change any sound if anybody was interested as I am recently busy with other stuff, I also provided GitHub library with empty sounds and its location in the directories hierarchy, such files can be easily merely dragged into the corresponding folder of the RPF file via OpenIV editor once clicking on the edit button.
I understand it would best fit some versatile approach like having a mod trainer menu with the ability to disable any sounds if possible, but firstly I am not convinced it is possible yet and not that far into gta 5 modding so far, so currently sounds cannot be disabled via any game menu, and every sound must be located and overwritten with an empty sound, probably its needs to be amended to be the same length sound like the original though if the length differs from the provided ambient sound length.
Hi there man first of all thank you so much for uploading this mod I appreciate it exists but unfortunately when I do what you tell me in the steps I guess this error:
"ERR_GEN_INVALID
Corrupt game data. Please reboot, verify the game data, or reinstall the game. For more information, please visit:
http://rsg.ms/verify
OK"
Is there a chance it doesn't work for the new versions anymore? Thanks in advance!
I might have found the answer I found this from these forums
Cyron43 4 years ago
@flodumalawi Well I just did what the author says and it works:
"Start OpenIV
Edit Mode
Place all files into
x64/audio/sfx/STREAMED_AMBIENCE.rpf"
Just make sure you never modify original files but a copy (of the update.rpf in this case) in the mods folder.
Does anyone know if the wind sound can be removed from the game?