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Fixitfy Studio

سكربتات وخرائط وأدوات لخوادم لعب الأدوار على RedM وFiveM.

شريك Rockstar · بائع رسمي على Cfx.re
المتجر
  • جميع المنتجات
  • RedM
  • FiveM
  • مجاني
الموارد
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  • التحديثات
  • الخريطة
  • المراجعات
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الدفع عبر Tebex · التسليم عبر Cfx Keymaster
store/fivem/fx-sound
fx-soundSound

overview

3D spatial audio backend for FiveM with Web Audio API filtering and positioning

FX-Sound is a 3D spatial audio backend for FiveM built on the Web Audio API, designed as a drop-in alternative to xSound. Every sound runs through a real Web Audio graph, receiving a PannerNode for true 3D positioning and a BiquadFilter for genuine low-pass muffling. Sounds inside sealed cars sound sealed, underwater audio sounds submerged, and indoor audio loses high frequencies through actual frequency filtering rather than volume reduction.

Positions, listener facing, and muffle cutoffs are smoothed toward their targets instead of hard-set, eliminating warble while driving, stutter while turning, and clicks when environments change. The system has no framework, database, or resource dependencies—other scripts drive it entirely through 21 exports, integrating under any existing music, radio, or ambience system.

  • 01Real Web Audio Engine with PannerNode 3D positioning and BiquadFilter muffling
  • 02Genuine low-pass filtering, not volume reduction
  • 03Four environment presets: None, Sealed Vehicle, Interior, Underwater
  • 04Per-sound environments plus separate listener-level environment
  • 05Bass boost via low-shelf EQ with Off/Low/Medium/High presets
  • 06Master brickwall limiter prevents clipping on heavy bass boost
  • 07Selectable panning model: Equalpower or HRTF binaural
  • 08Three distance models with tunable reference distance and rolloff
  • 09Independent smoothing for position, rotation, and environment cutoff
  • 10Native YouTube playback through IFrame API, client-side resolved
  • 11Direct audio URL playback with no CORS tainting or proxy required
  • 12Automatic retry for sources that fail before first sample
  • 13Handles signed URLs rejected by edge nodes
  • 14YouTube API load timeout prevents queue hangs
  • 15Fade-in on play and timed fade-out on stop
  • 16OnStart and OnEnd callbacks per sound

Supported Frameworks

  • QBCore
  • Qbox
  • ESX
  • Standalone

Creator

Fixitfy Studio | CFX Marketplace Creator

Support

24/7 technical support and premium UI/UX symmetry experience included.

FiveMQBCoreESX

FX-Sound

FX-SOUND is a 3D spatial audio backend for FiveM built on the Web Audio API — a drop-in alternative to xSound that can do what a plain audio element physically cannot.

€20.00

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version
1.1.0
updated
7 days ago
frameworks
QBCore, ESX
resource
fx-sound
ChangelogLatest 1.1.0→SupportAsk us on Discord↗

latest release

v1.1.0
  • New SetPositions export: one sound can now be anchored at SEVERAL points at once (multi-cabinet PA). The engine fans the single media source out into one panner per point and sums them, exactly like a real rig feeding N cabinets from one amp signal.
  • This replaces the two broken ways of covering a large area. Playing the same track N times needs N media elements, and those never stay sample-locked - the drift between them is audible as echo and comb filtering. Teleporting a single panner to the nearest cabinet is no better: while it slides between cabinets the source is briefly far from everyone and the whole field dips, and standing between two cabinets locks the sound to just one of them. Summing one signal across many panners has neither problem - no second copy so no drift, no delay between arms so no comb filtering, and contributions add so there is no dropout in the gaps. The nearest cabinet still dominates, which keeps localisation correct.
  • A point may carry a heading, which makes that cabinet DIRECTIONAL - full level in front, cone.outerGain behind - instead of an omnidirectional floating point. The cone defaults to { inner = 100, outer = 300, outerGain = 0.5 } and is tunable per call.
  • SetSpatial now accepts a list of points as well as a single one, so the whole fan-out is rebuilt when a sound comes back to 3D. Previously going 2D tore every arm off the graph and only the first was ever restored.

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