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Sound Browser

Sound Browser

Search GTA V sound names and sound sets, listen to them in the browser, and copy a working PlaySoundFrontend, PlaySoundFromCoord or PlaySoundFromEntity call.

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The Sound Browser lists 2,179 known GTA V script sounds across 498 sound sets. 1,353 of them have a preview you can play right in the page. Pick one, hear it, and copy a Lua call that plays it in FiveM.

What it is for

Finding the right beep for a menu, a checkpoint or a hacking minigame usually means guessing names in game and restarting. Here you can listen through dozens of candidates in a minute, then copy the exact name and set, already wrapped in the native you need.

Quick start

  1. Type part of a name or set in the search box (beep, checkpoint, HUD_FRONTEND).
  2. Click a row to select it and hear it. The round button on each row plays or stops without moving the selection.
  3. Use and to step through the list and Space to play or stop. While something is playing, stepping with the arrows plays the next sound too.
  4. In the detail panel, choose a snippet tab and copy the code.

Filters and list

Control What it does
Search box Matches sound name and set name. Several words must all match.
Sound set list (left side on wide screens, a dropdown on smaller ones) Limits the list to one set. Each set shows its count. No set (AudioRef 0) holds names that play without a set. The side list has its own filter box.
Only with preview Hides sounds that have no clip.
Volume slider and mute button Preview volume.
Loop Repeats the preview.
Clear filters Resets search, set and the preview toggle.

The list shows 120 rows at first, Show more adds more. Each row has Name and Set copy buttons, and icons for sounds that are one of several random variations (shuffle) or that loop in game (repeat). Sounds with no clip show a crossed speaker, and generated ones show “synth” in place of a duration.

The search, set and selected sound are kept in the URL (?q=, ?set=, ?s=), so you can send someone a link to the exact sound you mean. On phones and tablets, the info button on a row opens the details in a drawer.

Detail panel

The panel shows the name and set (click to copy), the clip length, and notes about the preview when they apply:

  • One of several variations: the game picks one at random each time.
  • Partly synthesized: the preview has only the recorded layers.
  • Looping: in game it keeps playing until your script stops it.
  • Streamed from disk: it can start a moment late the first time.
  • Several recorded layers mixed together, as the game plays them.

Same name elsewhere lists up to 6 other sets that have a sound with the same name, so you can compare them.

Snippet tabs

Tab Native used Notes
Frontend PlaySoundFrontend(-1, ...) 2D, fire and forget. For looping sounds it tells you to use the Sound ID tab, since id -1 cannot be stopped.
Sound ID GetSoundId + PlaySoundFrontend Stops and releases the id in a thread.
Coords PlaySoundFromCoord Plays at the player’s position.
Entity PlaySoundFromEntity Plays on the player ped, or swap in a vehicle or object.

When the sound’s waves are in a bank that is not always loaded, the panel shows the Wave bank and every snippet loads it first with RequestScriptAudioBank and releases it at the end.

Examples

A one-shot menu sound:

Lua
PlaySoundFrontend(-1, "SELECT", "HUD_FRONTEND_DEFAULT_SOUNDSET", true)

A sound you need to stop, in the style of the Entity tab:

client.lua
local soundId = GetSoundId()
PlaySoundFromEntity(soundId, "Beep_Red", PlayerPedId(), "DLC_HEIST_HACKING_SNAKE_SOUNDS", false, 0)

CreateThread(function()
    local stopAt = GetGameTimer() + 10000
    while not HasSoundFinished(soundId) and GetGameTimer() < stopAt do
        Wait(100)
    end
    StopSound(soundId)
    ReleaseSoundId(soundId)
end)

Important

Always call ReleaseSoundId when you are done with an id from GetSoundId. The game has a small pool of sound ids, and leaking them breaks audio for every script on the client.

When a sound is silent in game

  • DLC sound sets only exist when the server runs that game build. Set sv_enforceGameBuild in server.cfg.
  • If the panel shows a wave bank, keep the RequestScriptAudioBank part of the snippet.
  • Streamed sounds can start late the first time they play.
  • Names under No set (AudioRef 0) are passed with 0 as the set, as the snippets do.

Limitations

  • Some sounds have no preview. Many HUD beeps are generated live by the game’s synthesizer and have no recording, and some names could not be matched to game data (newer DLC, renamed sets, or sets built at run time).
  • For random-variation sounds you hear one of the variations.
  • Preview levels are evened out so you can compare clips. In game, volume also depends on the sound’s category, distance and the player’s audio settings.

Sound names and sets come from mikigoalie/gta_sound_tester, originally collected by PlebMasters.