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In-game sounds
#1
You know some hacks have "sound system" like when u kill 5 people in a row it says MMMMMONSTER KILL.

1.) How is it called?
2.) How is it working? (dll injection?)
3.) Is it possible to make one for MW3 (theoretically)
4.) Nice smileys, @SuperNovaAO Forever AloneY U NODumb BitchHappy cryLOLOkayLike a sirMe Gusta
[Image: r212360a129ce9b84444093b6cd2699013a1fbn155.png]
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#2
(02-07-2012, 15:40)G-Man Wrote: 1.) How is it called?
2.) How is it working? (dll injection?)
3.) Is it possible to make one for MW3 (theoretically)

1. What? Do you mean how do you play the sounds? If you're looking for the name it's the Quake 3 sounds I believe
2. It doesn't have to be DLL injection, but in most cases it is
3. Possible for virtually any game
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#3
To play sound app needs an event. E.g. headshot. How it knows that I made headshot in game? Thru dll. Dll are bannable, so I just can't play sound on some event in game?!
[Image: r212360a129ce9b84444093b6cd2699013a1fbn155.png]
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#4
(02-07-2012, 21:25)G-Man Wrote: To play sound app needs an event. E.g. headshot. How it knows that I made headshot in game? Thru dll. Dll are bannable, so I just can't play sound on some event in game?!

That's the biggest bullshit I've ever heard.
Specific actions DLL's make are bannable. Did you knew that Steam Game Overlay (Shift+Tab) is also DLL hooking ?
And I'm pretty sure reading such events won't get you banned.
[Image: lQDUjba.jpg]
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#5
(02-07-2012, 21:51)OrangePL Wrote:
(02-07-2012, 21:25)G-Man Wrote: To play sound app needs an event. E.g. headshot. How it knows that I made headshot in game? Thru dll. Dll are bannable, so I just can't play sound on some event in game?!

That's the biggest bullshit I've ever heard.
Specific actions DLL's make are bannable. Did you knew that Steam Game Overlay (Shift+Tab) is also DLL hooking ?
And I'm pretty sure reading such events won't get you banned.

ALL dll hooking that are not allowed/not used by steam or game will have a risk of BAN
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#6
@kokole You know you're arguing with the most experienced user on the forum about this stuff?
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#7
(02-08-2012, 01:26)kokole Wrote:
(02-07-2012, 21:51)OrangePL Wrote:
(02-07-2012, 21:25)G-Man Wrote: To play sound app needs an event. E.g. headshot. How it knows that I made headshot in game? Thru dll. Dll are bannable, so I just can't play sound on some event in game?!

That's the biggest bullshit I've ever heard.
Specific actions DLL's make are bannable. Did you knew that Steam Game Overlay (Shift+Tab) is also DLL hooking ?
And I'm pretty sure reading such events won't get you banned.

ALL dll hooking that are not allowed/not used by steam or game will have a risk of BAN

@OrangePL is the most experienced? Troll

Also what he said is true. Only specific things get you banned. Steam Overlay, Xfire Overlay, Origin Overlay ( LOL ), Fraps, Overwolf, Mumble Overlay, etc won't get you banned.

Theoretically playing the sounds in MW3 is possible via a DLL whilst being undetected (also usually it's a mix of Quake AND UT sounds)
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#8
Code:
*****************\
CoD4 Kill Sounds
    By: Strife
\*****************/

#pragma comment (lib, "Winmm.lib")

#include <Windows.h>
#include <iostream>

char HackPath[MAX_PATH];

#define KILLINGSPREE    5
#define DOMINATING        8
#define    MONSTERKILL        10
#define    RAMPAGE            13
#define    UNSTOPPABLE        15
#define    GODLIKE            20
#define    WICKEDSICK        30

bool bKillingSpree    = false;
bool bDominating    = false;
bool bMonsterKill    = false;
bool bRampage        = false;
bool bUnstoppable    = false;
bool bGodLike        = false;
bool bWickedSick    = false;


DWORD WINAPI MyThread( LPVOID )
{
    for( int i = strlen( HackPath ); i > 0; i-- ) { if( HackPath[i] == '\\' ) { HackPath[i+1] = 0; break; } }    
    
    char WickedSick[MAX_PATH];
    sprintf( WickedSick, "%s\\WickedSick.wav", HackPath );
    char GodLike[MAX_PATH];
    sprintf( GodLike, "%s\\GodLike.wav", HackPath );
    char Dominating[MAX_PATH];
    sprintf( Dominating, "%s\\Dominating.wav", HackPath );
    char HeadShot[MAX_PATH];
    sprintf( HeadShot, "%s\\HeadShot.wav", HackPath );
    char KillingSpree[MAX_PATH];
    sprintf( KillingSpree, "%s\\KillingSpree.wav", HackPath );
    char Rampage[MAX_PATH];
    sprintf( Rampage, "%s\\Rampage.wav", HackPath );
    char MonsterKill[MAX_PATH];
    sprintf( MonsterKill, "%s\\MonsterKill.wav", HackPath );
    char Unstoppable[MAX_PATH];
    sprintf( Unstoppable, "%s\\Unstoppable.wav", HackPath );

    bool bGetValuesOnce = true;
    bool bPlaySounds = false;
    int HeadShotHolder;
    int KillsHolder;
    int DeathHolder;        

    while( 1 )
    {
        if( GetAsyncKeyState( VK_NUMPAD1 ) &1 )
            bPlaySounds = !bPlaySounds;

        if( bPlaySounds )
        {
            int Kills = *( int* )0xCC19698;
            int Deaths  = *( int* )0xCC196A0;
            int HeadShots = *( int* )0xCC196AC;
            int KillTotal = 0;

            if( bGetValuesOnce )
            {
                PlaySound( "SystemStart", NULL, SND_ALIAS );

                HeadShotHolder = HeadShots;
                KillsHolder = Kills;
                DeathHolder = Deaths;
                bGetValuesOnce = false;
            }

            DWORD IsInGame = *( DWORD* )0x74E0D8;

            if( IsInGame )
            {
                if( HeadShots > HeadShotHolder )
                {
                    PlaySound( HeadShot, NULL, SND_FILENAME );
                    HeadShotHolder = HeadShots;
                }        

                if( Kills > KillsHolder )
                {
                    KillTotal = Kills - KillsHolder;

                    if( KillTotal >= KILLINGSPREE && !bKillingSpree )
                    {
                        PlaySound( KillingSpree, NULL, SND_FILENAME );
                        bKillingSpree = true;
                    }
                    else if( KillTotal >= DOMINATING && !bDominating )
                    {
                        PlaySound( Dominating, NULL, SND_FILENAME );
                        bDominating = true;
                    }
                    else if( KillTotal >= MONSTERKILL && !bMonsterKill )
                    {
                        PlaySound( MonsterKill, NULL, SND_FILENAME );
                        bMonsterKill = true;
                    }
                    else if( KillTotal >= RAMPAGE && !bRampage )
                    {
                        PlaySound( Rampage, NULL, SND_FILENAME );
                        bRampage = true;
                    }
                    else if( KillTotal >= UNSTOPPABLE && !bUnstoppable )
                    {
                        PlaySound( Unstoppable, NULL, SND_FILENAME );
                        bUnstoppable = true;
                    }
                    else if( KillTotal >= GODLIKE && !bGodLike )
                    {
                        PlaySound( GodLike, NULL, SND_FILENAME );
                        bGodLike = true;
                    }
                    else if( KillTotal >= WICKEDSICK && !bWickedSick )
                    {
                        PlaySound( WickedSick, NULL, SND_FILENAME );
                        bWickedSick = true;
                    }
                }

                if( Deaths > DeathHolder )
                {
                    KillsHolder = Kills;
                    DeathHolder = Deaths;

                    bKillingSpree = false;
                    bDominating = false;
                    bMonsterKill = false;
                    bRampage = false;
                    bUnstoppable = false;
                    bGodLike = false;
                    bWickedSick = false;
                }
            }
            else
            {
                KillsHolder = Kills;
                DeathHolder = Deaths;
                HeadShotHolder = HeadShots;

                bKillingSpree = false;
                bDominating = false;
                bMonsterKill = false;
                bRampage = false;
                bUnstoppable = false;
                bGodLike = false;
                bWickedSick = false;
            }
        }
        else
            bGetValuesOnce = true;

        Sleep( 50 );
    }

    return 0;
}


BOOL WINAPI DllMain( HMODULE hModule, DWORD dwReason, LPVOID lpvReserved )
{
    if( dwReason == DLL_PROCESS_ATTACH )
    {
        GetModuleFileName( hModule, HackPath, MAX_PATH );
            
        CreateThread( 0, 0, MyThread, 0, 0, 0 );

        return TRUE;
    }

    return FALSE;
}

This is for COD4 Version 1.5, Credits: Strife
If you want to have a go just update the addresses and try.
Attached are the sound files Tongue.

Edit: Virus scan : https://www.virustotal.com/file/cee854cc...328685244/


Attached Files
.rar   Sounds.rar (Size: 145.55 KB / Downloads: 6)
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#9
Bump @moderator's Y U NO approve
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