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Footstep hacking

 
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nero1232
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PostPosted: Sat Aug 05, 2017 10:30 am    Post subject: Footstep hacking Reply with quote

I would like to try hacking the sounds in game, for example when you hear an enemies footstep could this be increased, or at least increase the distance away that you hear the footsteps? So instead of hearing the enemies from 10m away you might hear them from 15m away instead and somehow louder.

Any ideas where to start with something like this?
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OldCheatEngineUser
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PostPosted: Sat Aug 05, 2017 1:45 pm    Post subject: Reply with quote

imagine you are on a railroad,
the closer the train, the louder the sound.

same thing might be here,
the closer the animal, ... etc.

basically increased value or decreased when its far away.



there might be many ways to achieve this type of cheat.
and not all developers will follow the natural physics, some of them might add stuff from his/her ass.

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Prehistoricman
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PostPosted: Sat Aug 05, 2017 2:36 pm    Post subject: Reply with quote

OldCheatEngineUser wrote:
imagine you are on a railroad,
the closer the train, the louder the sound.


Very interesting approach!

I was thinking more like finding the sub that queued audio files to be played and then dissect data to find volume levels, then boost them

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++METHOS
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PostPosted: Sat Aug 05, 2017 5:23 pm    Post subject: Reply with quote

There is likely a perimeter check, relative to your location, similar to draw distance. You could use ultimap to narrow in on where that call or jump is located. From there, if there are any volume controls over that sound, you could probably find them nearby.
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OldCheatEngineUser
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PostPosted: Sat Aug 05, 2017 8:23 pm    Post subject: Reply with quote

OldCheatEngineUser wrote:
there might be many ways to achieve this type of cheat.

here is another way:
++METHOS wrote:
You could use ultimap

here ++METHOS gave you another way to find volume constant, and its easier than my way.
but it require basic understanding of ultimap functions / usage. and it also require some digging in a valley of assembly instructions, until you reach your hearing range and volume constant.
    my method is difficult a bit, and take long time a bit. but it will lead you to the same result which is volume constant and hearing range.

    since i said the closer the object the louder the sound, that means when we hit increased value while the sound is active CE will find two values for us:
  • range
  • loudness level
    this will fuel your engine (your brain and let you think)

    Obj.Range = 5R
    If.Player.In.Range [Hearing.Volume = Activated]
    If.Player.Get.Closer.To.Obj [Hearing.Volume = Increased]

    so you can modify your hearing range instead of 25(km/mile) to 250.
    or you can modify sound constant value.

keep in mind messing and finding constant is a dirty work and not easy.
also im talking about specific physics.
if developers use something uncommon or recognized to human brain, then almost every letter i wrote is wrong.

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nero1232
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PostPosted: Sun Aug 06, 2017 2:36 am    Post subject: Reply with quote

I did try the distance way and found a couple of addresses that when I nopped all the sound went "crashed" but the game played still, so I guess this is something to do with sound, but looks like its executed constantly, in terms of a distance I couldn't find anything like that yet.
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OldCheatEngineUser
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PostPosted: Sun Aug 06, 2017 7:43 am    Post subject: Reply with quote

please one note about range / distance its not necessary that when you get close the value increase, it may decrease.

well, by default it must decrease unless they designed it to increase.

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