Change a vehicle's engine sound
Give a FiveM add-on car the engine sound of any GTA V vehicle or a custom sound pack by editing audioNameHash in vehicles.meta.
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Every vehicle in GTA V uses an audio profile for its engine, exhaust and gear sounds. An add-on car points at one of those profiles, so you can give it a different sound with one line, no audio editing needed.
Option 1: Use the sound of another GTA V vehicle
- Open the vehicle's resource and go to the
datafolder. - Open
vehicles.metaand find the entry whose<modelName>is your vehicle's spawn name. - Find the
<audioNameHash>line in that entry:
<audioNameHash>BUFFALO</audioNameHash>- Replace the value with the spawn name of the GTA V vehicle whose sound you want, for example
ADDER,ZENTORNO,SULTAN,DOMINATORorSCHAFTER4. Upper or lower case both work. - Save the file and restart your server.
If the <audioNameHash> line is empty or missing, the game uses the sound of the vehicle's own model name, which for an add-on car usually means a generic default sound. Adding the line fixes that.
Option 2: Use a custom sound pack
Custom engine sounds come as their own resource with audio files (.awc) and audio data (.rel files). A pack's fxmanifest.lua loads them like this:
fx_version 'cerulean'
game 'gta5'
files {
'audioconfig/*.dat151.rel',
'audioconfig/*.dat54.rel',
'audioconfig/*.dat10.rel',
'sfx/**/*.awc',
}
data_file 'AUDIO_GAMEDATA' 'audioconfig/mysound_game.dat'
data_file 'AUDIO_SOUNDDATA' 'audioconfig/mysound_sounds.dat'
data_file 'AUDIO_SYNTHDATA' 'audioconfig/mysound_amp.dat'
data_file 'AUDIO_WAVEPACK' 'sfx/dlc_mysound'Note that the data_file lines leave out the 151.rel, 54.rel and 10.rel endings. That is how FiveM expects them.
To use the pack:
- Add
ensurefor the sound pack inserver.cfg, above the vehicles that use it. - In the vehicle's
vehicles.meta, set<audioNameHash>to the sound name the pack gives you (it is listed in the pack's readme, and is usually the name of the_game.dat151.relentry). - Restart the server.
Option 3: Change the sound from a script
You can also swap the sound while the game runs, for example to give a tuned car a louder exhaust. Use the client native ForceUseAudioGameObject:
local vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
ForceUseAudioGameObject(vehicle, 'adder')This only changes the sound for the player whose client runs it. For everyone to hear it, every client has to run it for that vehicle, for example by setting a state bag on the vehicle and reading it on each client. For a permanent change, Option 1 is simpler.
The sound didn't change
- You edited the wrong entry. Check that the
<modelName>above your change is the car you spawned. - The XML broke. A missing
<or/stops the whole file from loading. Look for errors in the server console when the resource starts. - Old data is still loaded. Restart the whole server and reconnect, instead of restarting just the resource.
- Another resource loads the same car. If two resources both define the same
<modelName>, the one that starts last wins.
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