🖥️Installation
In order to ensure a successful installation, please follow the instructions very carefully.
Dependencies
Installing the resource
Make sure you have the dependencies listed above installed.
Extract the contents of the archive to your resources folder.
Ensure the resource is set to start up with the server.
Framework
If you're using QB, QBX or ESX, your framework will be automatically detected.
For other frameworks, please follow the provided instructions:
Youtube API key
Fill out youtubeApiKey in editable_server/config.lua.
We have detailed insturctions on how to obtain the API key at ️2️⃣ Obtaining Youtube API key. We recommend following those instructions carefully to get your API key.
Using the resource
Use the command /speakers in-game to open the speaker creation menu.
Speaker types
Speaker types grant you access to an unlimited amount of different, customizable speakers, each with their own unique properties, such as different 3D models, audio filters and many more.
A set of predefined speaker types will be automatically generated for your comfort and in order to demonstrate the endless abilities of our resource.
🚩Use the command /speakertypes to create new or edit existing speaker types.
Speaker groups
Speaker groups allow you to connect different speakers to play the same audio.
This allows you to create very immersive surround sound environments, basically granting you your own sandbox audio tool.
🚩Use the command /speakergroup to create or access speaker groups.
All available commands
This command can be used to access the speaker creation menu.
See 1️⃣ Speaker creation for more info.
This command can be used to access the Speaker types menu.
This command can be used to access the Speaker groups menu.
This command can be used to control the volume of the resource.
Instead players having to go to the Windows Volume Mixer and mess with the Chromium Subprocess Volume, players can adjust their personal volume in-game.
Vehicles
Speakers can be attached to vehicles and their states saved to your database.
This ensures that speakers remain attached to player-owned vehicles even after storage and respawning.
To enable this feature:
➖ In editable_server/config.lua, set vehicleSaving to true.
➖ In editable_server/framework.lua, make sure getVehicleIdentifier function is filled.
➖ Based on your garage resource, add the vehicle created event
In qb-garages/server/main.lua add this line (like in the screenshot):
CreateThread(function()
Wait(2000)
TriggerEvent('rahe-speakers:server:vehicleSpawnedByServer', source, veh)
end)
Click this link to view the code on Github: qb-garages/server/main.lua
In esx_garage/server/main.lua add this line (like in the screenshot):
CreateThread(function()
Wait(2000)
TriggerEvent('rahe-speakers:server:vehicleSpawnedByServer', source, vehicle)
end)
Click this link to view the code on Github: esx_garage/server/main.lua
In cd_garage/configs/client_customise_me.lua add this line (like in the screenshot) to the function VehicleSpawned:
TriggerServerEvent('rahe-speakers:server:vehicleSpawnedByClient', VehToNet(vehicle))
If you are using jg-advancedgarages, everything will work out of box as long as you have filled previous prequisites.
🚩If your garage resource is spawning vehicles on client-side
After vehicle creation, trigger this event:
TriggerServerEvent('rahe-speakers:server:vehicleSpawnedByClient', VehToNet(vehicle))Note: Make sure to pass vehicle network ID to the event.
🚩If your garage resource is spawning vehicles on server-side
After vehicle creation, trigger this event:
TriggerEvent('rahe-speakers:server:vehicleSpawnedByServer', source, vehicleEntityId)Note: Make sure to pass player source and vehicle entity ID to the event.
That's it! Speaker states will be saved when attached to database-saved vehicles.
Last updated
