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GTA SA: Realistic gun sounds - No rain bug v7.3 by Triangulum
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Bank 137 = Weapon sounds / reload sounds / other combat related audio
Bank 46 = Fire / explosions
Bank 21,22,23,24,25 = Supersonic bullet crack sounds (Bank 21 contains other various sounds)

Version 7.3 utilizes Ryosuke's "Weapon Limit Adjuster" mod to allow for custom configuration of gun sound IDs and pitch adjustment for individual weapons (so you must use the files in the "Copy to main GTA San Andreas folder" to get the full effect of the mod).

You must replace all of the other sounds in bank_137 (NOT JUST THE GUN SOUNDS!). This is because I cut the duration of most of the other original sounds (such as skydiving, punching, etc) to allow for slightly longer durations for gun sounds (see next section for details). 

Refer to this video for a tutorial on how to replace the weapon sounds manually: http://www.youtube.com/watch?v=WiJiDPUpr98

Refer to this web page to see the list of all sounds within bank_137 of GENRL: http:, as well as other sounds banks: http://pdescobar.home.comcast.net/~pdescobar/gta/saat/sfx_dir.html

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What is the "rain bug" and how does this fix it?
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The rain will begin to sample bits of other audio (katana slashing, flamethrower sounds, clanging, etc) in place of the original rain sound if gun sounds go beyond a certain duration/size limit. This is a video showing what happens: http://www.youtube.com/watch?feature=player_detailpage&v=dfAKYOmcBGM#t=100s 

Fixing the rain bug requires cutting the audio duration of other sounds within bank_137 in order to compensate for gun sounds that are longer duration than normal. The shortened sounds mainly include punching sounds, clanging/impact sounds, and skydiving/wind sounds. These sounds have been shortened through either increasing the speed by 20-30% or removing unnessesary quiet sections, allowing for several extra seconds to be used for gun sounds.

Most original audio files for guns have around 0.15-0.2 seconds duration, and through the shortening of other sounds, initial gunshot sounds can now have 0.4-0.5 second durations without any bugs. This is still rather short; however, the original four shot reverberation/distant shot sounds are each around 1 second long, so I took advantage of them by using new sounds and amplifying them (originals are very quiet), making the overall duration seem much longer except when in interiors. 

The main problem with many other weapon sound packs is that the duration limit is far exceeded by weapon sounds that are often 5-10x longer than the originals (around 1 or 2 seconds). This is due to the fact that the reverberation sound is included within the same audio file as the initial shot sound, and the actual reverberation sounds are ignored. Since the actual reverberation sounds are also used for distant gunshot sounds, this makes weapons extremely quiet from a distance.

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Game engine constraints
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When working within the limitations of San Andreas' sound engine, there are certain constraints which make it difficult to have truly realistic sounds. As previously stated, having duration limits for bug-free sounds is one of these constraints, but there are also others:

-Player/NPC movement and camera movement will always cause gun sounds to become slightly distorted and pitch shifted (no fix for this yet).
-The reverberation sounds, which overlap initial shot sounds, are the same as distant gunshot sounds.
-There are only four reverberation sounds, so shotguns must share the same distant shot/reverberation sound as the rifle/sniper rifle.
-The minigun sound is limited to a 0.2-0.3 second loop, and cannot have reverberation.
-The RPG sound is quieter than other gun sounds, despite an even higher volume level in the .wav file.
-The second part of the reloading sound for the 9mm pistol (the slide being released) is very quiet compared to the version the desert eagle uses, despite the same volume levels in the .wav file.
-The rifle/sniper rifle only plays one part of a reloading sound instead of two (the sniper rifle doesn't have a reload animation to go with it either).
-The sound for thunder is also the explosion sound slowed down, so the explosion sound must be able to be used for both.

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Bank 137 Information
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Sound files for gunshots*:
*Note that due to the modified weaponsound.txt, many of these IDs are different than those seen with the original sounds.

**sound_001 / sound_002**: Initial shot sounds for Pistol, Tec-9, Micro Uzi**
***sound_003: Reverberation sound for suppressed pistol***
sound_004 / sound_005: Initial shot sounds for AK-47, M4
sound_006: Reverberation sound for AK-47, M4
****sound_007 / sound_008: Initial shot sounds for Desert Eagle****
sound_009: Reverberation sound for Pistol, Desert Eagle
sound_012 / sound_013 / sound_016 / sound_017: Minigun shot sound
sound_018 / sound_019: Initial shot sound for MP5
sound_022 / sound_023: Initial shot sound for all shotguns
sound_024: Reverberation sound for shotguns and rifle, sniper rifle
sound_027 / sound_028: Initial shot sound for country rifle, sniper rifle
sound_069: RPG / Rocket launch sound
sound_084: Flamethrower ignition sound

*Previously used for only the Tec-9 and Micro Uzi.
**Previously used for Tec-9, Micro Uzi, and MP5 reverberation.
***Previously used for the pistol initial shot sound too.



Sound files for reloading:

Pistol / Suppressed Pistol: sound_056, sound_067
Desert Eagle: sound_052, sound_067
Sawnoff: sound_070, sound_071
SPAS-12 / Shotgun: sound_072, sound_073 
All SMGs: sound_085, sound_086
AK / M4: sound_032, sound_033
Rifle / Sniper rifle: sound_032
