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Sound
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Sound
38.99 EUR

Package Description

This package contains 2 scripts (evo_sound and evo_sound_player)
Both resources use escrow FiveM protection


Compatibility
evo_sound is fully standalone, compatible with any framework.
evo_sound_player has QBcore and ESX support, as well as standalone, support for other frameworks can be added from non-escrow locked file.


Resource Description [evo_sound]

Using evo_sound allows you to play sounds as if they were real, featuring lowpass filter when the sound comes from a vehicle or interior, as well as stereo effect to be able to ubicate the sound in the 3d space. It also provides xsound and interact_sound compatibility, so you can run any audio script. We also support spotify/youtube urls as well as any webaudio url (mp3, ogg, webm, flac, etc) including audio stream

Resource Description [evo_sound_player]
With evo_sound_player you will be able to play music with a user-friendly player from your car, boombox or audio zone, featuring built-in youtube search, playlist creation and seamless syncronization as well as many other features (listed below)

Feature List [evo_sound]
- xsound and interact_sound full compatibility (even old xsound TTS)
- Supports spotify, youtube and soundcloud (less than 1 second to load, up to 1.5 hour of length)
- Supports all web audio formats
- Interior/water/custom sound filter
- Built-in entity attach system
- 3D audio with multiple algorithms (linear, exponential or square)
- Spatial stereo audio with configurable multiplier
- Streamermode command
- Volume menu, easily change volume or choose to sync it with game volume


Feature List [evo_sound_player]
- Best audio player UI
- Youtube music search
- Audio Streams support, add your custom radios to the player
- Car audio: filtering when player is outside, sound wont be filtered when doors/windows are open
- Boomboxes: you can place, move and save your boombox, use them as a item or command
- Sound zones: create sound zones for everyone/specific job
- Best syncronization ever, sound keeps synced when players reconnect or when they are far from the sound