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_WAVEPACKand.awcfiles,- related
.nametablefiles.
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
- Choose Engine Sound Folder. Scanning begins automatically.
- Review each resource's sound count, AWC count, warnings, and errors.
- Resources with errors cannot be selected.
- Search can match a resource name, sound name, issue code, or issue message.
- Select resources manually or click Select all valid.
| Status/code | Meaning | Action |
|---|---|---|
MISSING_DECLARED_TARGET | A manifest target cannot be found | Correct the path or add the file; missing synth data may only be a warning |
INVALID_REL_HEADER | A REL header does not match its declared type | Restore the correct config file |
EMPTY_WAVEPACK | A declared wavepack contains no AWC | Add the AWC or remove/fix the declaration |
INVALID_AWC_HEADER | A declared file is not a valid AWC | Replace it with the correct AWC |
INFERRED_SYNTHDATA | An amp file exists but was not declared | Review it; Builder will register it |
UNDECLARED_CONFIG | A physical config is absent from the manifest | Declare it or remove it from the resource |
UNDECLARED_AWC | An AWC is outside every declared wavepack | Move it or correct AUDIO_WAVEPACK |
Build the pack
- Enter Pack Name. It must contain 1–64 letters, numbers, dots, dashes, or underscores, and begin with a letter or number.
- Choose Output Location.
<output>/<pack-name>must not already exist. - Select valid resources.
- 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
engine_sound_pack/
├── fxmanifest.lua
├── sound_names.txt
├── validation-report.json
├── audioconfig/
│ ├── *_game.dat151.rel
│ ├── *_sounds.dat54.rel
│ ├── *_amp.dat10.rel
│ └── *.nametable
└── sfx/
└── dlc_*/
└── *.awcThe build is assembled in a staging directory and moved to the final destination only after completion. Staging is removed on failure.
Install the result
- Copy the output folder into the server's
resourcesdirectory. - Disable the source sound resources to avoid duplicate declarations.
- Start the new pack before vehicle resources that use it.
- Use names in
sound_names.txtasaudioNameHashvalues. - Review
validation-report.json, address warnings, and test every sound.