FAQ
General
Does HZ-AudioMixer stream any custom sounds?
No. HZ-AudioMixer doesn't stream, play, or modify any sound files. It controls the native GTA V audio categories that the game itself uses. Zero file size impact, zero conflicts with other audio resources (xSound, interact-sound, etc.).Will it interfere with my voice chat (pma-voice / saltychat / mumble)?
No. Voice chat audio runs through a separate submix system and is not affected by HZ-AudioMixer. You can still talk and hear other players exactly as before.Does it work on standalone / vMenu / vanilla servers?
Yes. No framework required. The script auto-detects nothing because it doesn't need anything — pure FiveM standard.Do I need a database?
No. Player settings are saved client-side via FiveM KVP (Key-Value Persistence). Each player's preferences live on their own machine and persist across server restarts and reconnects.Does it support QBCore / QBox / ESX?
Yes. All frameworks supported — but the script doesn't actually use any framework features. It just works.UI & Customization
Can I edit the UI design?
Yes. The HTML/CSS inhtml/index.html is intentionally outside Asset Escrow so you can fully restyle it. Only the audio engine logic (client.lua) is encrypted.
Can I add my own sliders inside my pause menu?
Yes. HZ-AudioMixer exposes a complete API (getCategoriesData, setVolume, volumeChanged event) so you can build your own sliders inside any custom NUI. See Exports & Events for full integration examples.
Can I disable specific categories?
Yes. SetConfig.Categories. = false and the slider disappears from the UI and the audio scene patch is skipped. See Configuration.
Can I add my own translations?
Yes. Drop alocales/.lua file in the resource. Use any existing locale as a template. 14 languages are included by default.
Can I change the keybind?
Yes — by both you (server-wide default) and each player individually. Server default lives in Config.OpenKey (default F7). Each player can rebind it in the FiveM pause menu (Settings → Keybinds → FiveM → "Mixer Audio HZ").
Technical
What audio categories does it control?
9 RAGE engine categories : weapons, vehicles, ambience, weather, speech, peds, scripted, music, radio. These are parent categories — adjusting vehicles affects engines, horns, sirens, helicopters, etc. all together.
Does it work with custom audio mods (vehicle sound packs, weapon sound mods)?
Yes. As long as the custom sounds are routed through the standard RAGE audio categories (which they always are for gameplay sounds), they'll respond to the mixer.
Does it affect the radio music in vehicles?
Yes — the radio slider controls in-vehicle radio independently from the music slider (which is the game's score/ambient music).
Will my players' settings reset when I restart the server?
No. Settings live in FiveM KVP on the client machine. They survive resource restarts, server restarts, and disconnects.
What happens on first connection?
Each category defaults to Config.DefaultVolume (10 = full volume). Players see the mixer with all sliders at 100% on first launch.
What if a player has no sound after spawning?
Very rare, but if it happens : the audio scene takes a few seconds to register on first connection. The script has a 15-second aggressive recovery loop that re-applies values every frame. If sound still doesn't return, ask the player to press F7 and verify sliders aren't at 0%.
Performance
Is it heavy on FPS?
No. UI closed = 0.00ms. UI open = <0.05ms. Audio engine background = <0.02ms. Tested on 32-player, 200+ resource servers with zero FPS impact.
Does it run on the server?
No server-side logic. Everything runs client-side. Each player's settings are local to them.
Does it conflict with other audio scripts?
No. The mixer uses the RAGE audio scene system at the engine level — it doesn't touch any sound resource, native call, or audio submix. It coexists with any other audio script.
Security & License
Is the script protected against theft?
Yes. The audio engine logic (client.lua) is encrypted via FiveM Asset Escrow. The audioconfig/*.rel files contain obfuscated category names (e.g. _v_a3f instead of weapons) — without the encrypted Lua mapping, the binary files are useless.
Can I share it with my friend's server?
No. Single-server license. Reselling, redistributing, or sharing the source is prohibited. Asset Escrow violations are tracked and reported.
Will it work on a Tebex shared server?
The script binds to your CFX/Keymaster account. If your shared server uses your account, it works. If it uses someone else's, no.
Troubleshooting
WARN: Scene non active in F8
The dat15.rel / dat151.rel didn't load on time. Verify :
- The
audioconfig/ folder exists in the resource
data_file 'AUDIO_DYNAMIXDATA' and data_file 'AUDIO_GAMEDATA' are in the fxmanifest.lua
- Restart the whole server (not just
restart hz-audiomixer) — audio data files require a clean session start to register
F7 conflicts with another resource
Open Pause Menu → Settings → Keybinds → FiveM → Search "Mixer Audio HZ" → Rebind to a free key.
The mixer opens but moving sliders doesn't change anything
Check that mixerReady is true — open F8 with Config.Debug = true and look for [HZ-AudioMixer] Scene active. If you see WARN: Scene non active, the audio scene didn't register (see above).
After connecting, all sounds are muted for a few seconds
This is the 15-second aggressive recovery phase on spawn. The mixer applies your saved values frame-by-frame to ensure they take effect. If the muting persists beyond 15 seconds, check that your saved KVP values aren't all at 0 (open mixer with F7 and verify).
Next Step
