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          GTA SA Sound Overhaul Mod v1.0
                 by Triangulum
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             youtube.com/user/nomestic
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           v1.0 Released April 6, 2014
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 Do not edit/post this mod without my permission.
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Contents:
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I.		Mod description

II. 	Installation instructions

III.	Changes from the previous version

IV.		Known issues

V. 		Future versions


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I.	Mod Description:
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The GTA SA Sound Overhaul Mod replaces most of the commonly heard sounds in GTA San Andreas, including weapon sounds, vehicle sounds, interface, explosions, and more. The goal of the Sound Overhaul project is to create a more immersive sound scape while working within the game engine's constraints to prevent the occurrence of any bugs.

This mod is a work in progress (especially with car/bike sounds), and you can keep updated on various improvements on my youtube channel at youtube.com/user/nomestic.


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II.	Installation Instructions:
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For this version of the mod to work, you must have Link2012's Mod Loader ASI plugin, which can be downloaded here:
http://www.gtagarage.com/mods/show.php?id=25377

For Mod Loader to work, you will also need ASI Loader installed in your GTA San Andreas directory if you do not have it already:
http://www.gtagarage.com/mods/show.php?id=8321

With mod loader installed, simply drop the "Sound Mods" folder into GTA San Andreas/modloader. Unlike the beta version, you do not need to replace any of the original files in your audio folder.

The files "weaponlimit.asi", "weaponlimit.ini", "weapons.txt", and "weaponsound.txt" should also be moved to the GTA San Andreas directory, as this mod utilizes Ryosuke's Weapon Limit Adjuster script to allow for the re-arrangement of weapon sound IDs for more consistent and realistic audio. The plugin allows for the suppressed pistol to have it's own reverberation sound, for SMGs to have the same reverberation as pistols, and for pitch to be changed on gunshots, so that the M4 and AK can sound slightly different.


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III.	Changes from the previous version:
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-Uses modloader instead of modifying the original GENRL/FEET archives. This bypasses many of the limits that had to be used when creating new archives, allowing for higher quality sounds. All of the sounds in the beta that were previously shortened or decreased in quality (for the purpose of compensating for higher quality audio) have now been either restored back to original quality or improved.

-Gunshot sounds have been completely re-worked.

-Added a bonus suppressed M4/AK sound to replace the normal M4/AK gunshot if you're using a weapon model with a suppressor.

-Reloading sounds have been improved.

-Plane and helicopter sounds have been improved. The Maverick (news/police choppers) should also sound more authentic now, whereas they didn't in the beta version.

-Added GTA V loading screen music.

-New explosion sound.

-New rain sound.

-Same siren sound as beta, but it now has a higher sampling rate (better quality).

-Some bullet impact sounds have been slightly changed.

-Footsteps have been changed and also have higher quality audio.


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IV.	Known issues:
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1. The game sounds become distorted sometimes.
This occurs with the original sounds too, and it is an issue with how the game engine renders sound. Whenever the source of a sound moves with respect to the position of your camera view, it will become pitch shifted. This effect can be easily heard with moving your view around while aiming and shooting your weapon, or when another AI character (such as a cop or gang member) is shooting while moving around. The pitch shift effect is also very noticeable with camera movement near emergency vehicle sirens. Currently, there is no solution.

2. The fire extinguisher and/or spray can has no sound.
This is not due to any audio modification, but is a bug resulting from the weaponlimit.asi mod, which enables more realistic audio for some guns through customization of sound IDs. Currently, there is no solution or alternate version of this script. You can remove the .asi script to fix this bug, but it will cause some weapons to use audio files that they are not intended to.

3. The gun sound durations are shorter in interiors.
When not in an interior, each gun sound plays a main shot sound and a reverberation sound. The reverberation sound adds to the duration of the main shot sound, and can be heard from longer distances, but it does not play when in interiors.

4. Some sounds are too quiet.
Certain sounds such as the 9mm pistol reload (slide rack) and the RPG/missile appear to have volume limits, and can't be made any louder during gameplay.

5. The minigun sounds are different from the rest of the gun sounds.
Unlike other gun sounds, the minigun sound is rendered as a loop without any far shot/reverberation sound. Currently, there is no fix that adds a reverberation sound to the minigun.


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V.	Future versions:
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Here are some changes/additions I plan to make for future versions:

1. Update the car/bike sounds from the beta release.
The car and bike sounds from the beta release still used a lower quality sampling rate, since at the time, they needed to fall within the quality constraints of the GENRL archive. Car/bike sounds are difficult to create because they are typically split into five short sounds with unusual loops that begin about halfway into the sound.

2. Improve on all other sounds mostly unchanged since the beta release (incl. trains, car doors, car crashes, maybe horns).

3. Include replacements for pedestrian pain/screaming sounds.

4. Create a high quality chainsaw sound.
This is similar to creating a car sound since it is split into multiple short sounds, one of which has an unusual looping pattern.

5. Create boat sounds.