Assets and audio · Vehicle Editor guide

Sound Pack Builder

Discover FiveM audio resources, validate manifests, detect conflicts, and combine compatible vehicle sound packs.

Sound Pack Builder discovers audio resources from manifest declarations, validates their files, detects conflicts, and creates one combined resource.

Recognized input

Each resource must contain fxmanifest.lua or __resource.lua. Scanner reads:

  • AUDIO_GAMEDATA (*_game.dat151.rel),
  • AUDIO_SOUNDDATA (*_sounds.dat54.rel),
  • AUDIO_SYNTHDATA (*_amp.dat10.rel),
  • AUDIO_WAVEPACK and .awc files,
  • related .nametable files.

Resource discovery is limited to seven levels (depth 0 through 6). Wildcards, @resource references, and paths outside a resource root are not resolved as local targets.

Scan and validation status

  1. Choose Engine Sound Folder. Scanning begins automatically.
  2. Review each resource's sound count, AWC count, warnings, and errors.
  3. Resources with errors cannot be selected.
  4. Search can match a resource name, sound name, issue code, or issue message.
  5. Select resources manually or click Select all valid.
Status/codeMeaningAction
MISSING_DECLARED_TARGETA manifest target cannot be foundCorrect the path or add the file; missing synth data may only be a warning
INVALID_REL_HEADERA REL header does not match its declared typeRestore the correct config file
EMPTY_WAVEPACKA declared wavepack contains no AWCAdd the AWC or remove/fix the declaration
INVALID_AWC_HEADERA declared file is not a valid AWCReplace it with the correct AWC
INFERRED_SYNTHDATAAn amp file exists but was not declaredReview it; Builder will register it
UNDECLARED_CONFIGA physical config is absent from the manifestDeclare it or remove it from the resource
UNDECLARED_AWCAn AWC is outside every declared wavepackMove it or correct AUDIO_WAVEPACK

Build the pack

  1. Enter Pack Name. It must contain 1–64 letters, numbers, dots, dashes, or underscores, and begin with a letter or number.
  2. Choose Output Location. <output>/<pack-name> must not already exist.
  3. Select valid resources.
  4. Click Build.

Builder compares SHA-256 hashes for duplicate sounds and destination files:

  • identical files are deduplicated and reported as warnings;
  • the same sound name with different contents raises Conflicting Sound Versions and stops the build;
  • the same destination path with different contents also stops the build.

Output structure

text
engine_sound_pack/
├── fxmanifest.lua
├── sound_names.txt
├── validation-report.json
├── audioconfig/
│   ├── *_game.dat151.rel
│   ├── *_sounds.dat54.rel
│   ├── *_amp.dat10.rel
│   └── *.nametable
└── sfx/
    └── dlc_*/
        └── *.awc

The build is assembled in a staging directory and moved to the final destination only after completion. Staging is removed on failure.

Install the result

  1. Copy the output folder into the server's resources directory.
  2. Disable the source sound resources to avoid duplicate declarations.
  3. Start the new pack before vehicle resources that use it.
  4. Use names in sound_names.txt as audioNameHash values.
  5. Review validation-report.json, address warnings, and test every sound.
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