Weaponsintermediate10 min readupdated 11 Sept 2026

Changing weapon sounds in FiveM

The short answer

Every weapon names its audio in weapons.meta with <Audio>AUDIO_ITEM_…</Audio>. The simple way to change a sound is to point an add-on weapon at another weapon’s existing audio item. Fully custom sounds need audio wave packs (.awc) plus audio game and sound data (.rel), streamed with AUDIO_WAVEPACK, AUDIO_GAMEDATA and AUDIO_SOUNDDATA data files. Players can also install client-side sound packs, which sv_pureLevel 1 still allows.

A weapon’s sound is not stored in its model or textures. It comes from GTA’s audio system, and the weapon points to it with one line in weapons.meta. That makes the easy change very easy — and a fully custom gunshot a real audio project.

Changing weapon sounds in FiveM — illustrated with a FiveM-compatible minimap render

#Where the sound comes from

weapons.meta — excerpt
<Item type="CWeaponInfo">
  <Name>WEAPON_MYPISTOL</Name>
  <Model>w_pi_mypistol</Model>
  <Audio>AUDIO_ITEM_PISTOL</Audio>
  ...
</Item>

The Audio item bundles the shot, the tail (echo), reload and handling sounds. An add-on weapon copied from the pistol sounds like the pistol until you change this line. The rest of the file is explained in weapons.meta explained.

#The easy way: borrow another weapon’s sound

Open the vanilla weapons.meta (in CodeWalker or OpenIV) and copy the Audio value of the weapon whose sound you want — a heavier pistol, a rifle, a suppressed-style SMG. Put it into your add-on weapon’s entry and restart the resource. No audio files are streamed, so it costs nothing.

#The hard way: custom audio

A truly new gunshot needs the same pieces the game uses: wave packs (.awc) holding the audio, plus audio data (.rel files) that define the sounds and the weapon audio item referencing them. Recent CodeWalker builds can convert .awc and .rel files to and from XML, which is how most custom packs are made.

fxmanifest.lua — streaming custom audio
fx_version 'cerulean'
game 'gta5'

files {
    'audio/mypistol_game.dat151.rel',
    'audio/mypistol_sounds.dat54.rel',
    'audio/wavepack/dlc_mypistol/*.awc',
}

data_file 'AUDIO_GAMEDATA' 'audio/mypistol_game.dat'
data_file 'AUDIO_SOUNDDATA' 'audio/mypistol_sounds.dat'
data_file 'AUDIO_WAVEPACK' 'audio/wavepack/dlc_mypistol'

Note the data_file paths omit the 151.rel/54.rel suffix — the game adds it. Then set the weapon’s <Audio> to the audio item defined in your game data.

#Client-side sound packs and sv_pure

Many players install gunshot sound mods in their own GTA files. With sv_pureLevel 1 the server blocks modified client files except audio and known graphics mods, so those packs still work; sv_pureLevel 2 blocks all modified files, including audio. Server-streamed sounds work on every level. Before adding your own, it is worth checking what the game already answers to — the sound list carries 2,202 names.

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Questions

How do I change a weapon’s sound in FiveM?
Change the <Audio> value in the weapon’s weapons.meta entry to another weapon’s audio item, or stream custom audio and point to its item.
Why does my add-on gun sound like the pistol?
Its weapons.meta was copied from the pistol and still uses the pistol’s audio item.
Can I add completely new gun sounds?
Yes, with streamed .awc wave packs and .rel audio data declared as AUDIO_WAVEPACK, AUDIO_GAMEDATA and AUDIO_SOUNDDATA data files.
Does sv_pureLevel block gun sound mods?
Level 1 allows audio mods; level 2 blocks all modified client files.

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