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XScanner 4.0.2461.3

(51 reviews)

1 Screenshot

What XScanner4 Actually Does

XScanner4 rebuilds two things LSPDFR players deal with constantly: the dispatch voice that talks to you on duty, and the ambient radio chatter running in the background.

It also throws in an on-screen audio visualizer, mostly because once you've got real audio data flowing through the system, it'd be a waste not to draw something with it.
None of this is a "drop a few sound files in and hook up a trigger" mod, it's built like an actual audio engine, and it shows.
 

 Dispatch (Police Scanner)

The dispatch side quietly takes over every call LSPDFR would normally send to its own built-in scanner. You don't have to configure anything per callout pack, if a mod talks to LSPDFR's dispatch, it's now talking through this instead, automatically.

A few things make the actual calls feel less canned. Dispatch knows roughly where things are happening and can call out the street, the area, or a nearby landmark instead of reading a generic line every time.

There's also a set of radio effects that add some grit to the transmission itself; a bit of static, some low-end thinning so it sounds like it's coming out of a speaker instead of your headphones, the occasional short warble or muffle, and every once in a while a whole line gets scrambled like it's on an encrypted channel. It's randomized so it doesn't repeat the same "glitch" every time, and you can turn the intensity up, down, or off entirely if you'd rather have it clean.

You can point the whole thing at your own voice pack, set custom intro and outro stingers, and there's a real 3D mode: instead of dispatch just narrating flatly over everything, it can actually come from you, your vehicle, or a nearby cruiser, with the usual volume/gain/effects controls layered on top. It'll also duck itself automatically if you're talking over voice chat, and if you're already running a different dispatch-voice mod, there's a mode that steps XScanner4 back to just handling the audio side without fighting for control. Other plugin authors can also register with it and push their own lines through the same system instead of building their own audio pipeline from scratch.


Background Scanner & Live Radio

This is the ambient stuff; the low chatter running under everything else while you're on patrol. You get two ways to run it: local clips from your own audio folder playing on a random timer, or actual internet radio.

The internet radio side is the part I'd point to first if someone doubted this was a "real" feature. You can browse popular feeds, newest feeds, officially verified ones, search by station name or county, or just paste in a direct stream link and it'll figure out what it is. Streams get checked in the background and reconnect on their own if they drop, buffering is tunable so switching stations doesn't stutter, and it'll keep quietly filling the buffer even while you're muted so there's no stutter the second you unmute. There's a small live readout too, so if something's choppy you can actually tell whether that's your connection or the station's.

On top of that: a radial "wheel" you can pop up with a keybind to flip between your saved stations without digging through a menu, rules for whether ambient chatter keeps playing through callouts or pursuits, an option to only play while you're actually in a vehicle, a squelch chirp on local clips if you want that classic key-up/key-down sound, and ducking against either the dispatch scanner or your own mic. Each scanner can also be routed to a different output device entirely, if for some reason you want dispatch in your headset and ambient chatter out of your speakers.

Vehicles Actually Sound Like Vehicles

This is the one I think is easy to miss but genuinely changes how it feels in practice: when the scanner's coming from a vehicle in 3D mode, how clearly you hear it depends on the state of the vehicle itself. Windows up, doors shut; it's muffled, like it actually would be. Roll a window down, and it opens up. Leave a door hanging open, and it bleeds out more from that side. It even accounts for damage; a busted window lets sound leak out that wouldn't otherwise, and a dented door that doesn't shut quite right does the same. It's not a huge, showy effect, but it's the kind of detail that makes a nearby cruiser's radio feel like it's actually there instead of just a sound effect glued to a car.

visualizer_collage.png

The Visualizer

 An optional on-screen display that reacts live to whatever's playing; dispatch, ambient chatter, or your own mic. There are thirteen styles to pick from (plus off): a classic bar-graph equalizer, a mirrored "Winamp-style" version of the same, a circular ring of pulsing spikes, a VU-style needle bar, a straight-up waveform and a scrolling version of it, a connect-the-dots oscilloscope and its scrolling counterpart, a blocky segmented "hardware EQ" ladder, a scrolling spectrogram, an LED-grid readout, a set of rings that punch outward on hits, and a sweeping Knight Rider–style eye.

Whatever style you pick, you can color it as a flat color, a version that shifts subtly with the sound, or a full RGB cycle with its own range and speed. The card it sits in is fully customizable too; padding, an optional caption, background gradient, a scanline overlay if you want that retro CRT look, rotation, and you can just drag it around the screen with the mouse or set its position with sliders. It'll also fade itself out automatically if things go quiet, if the source is too far away to actually hear, or if you step out of your vehicle, so it's not just sitting there doing nothing on screen.

The Small Stuff That Adds Up

 Every keybind is fully rebindable, keyboard or controller, with an on-screen volume bar when you nudge volume up or down. There are menu color themes if you want to reskin it. And there's a diagnostics screen tucked away for troubleshooting, in case something's ever misbehaving and you need to see what's actually going on under the hood.

Where This Sits Compared to the Usual NAudio Mod

Most sound-playing plugins in this space lean on general-purpose .NET audio libraries; NAudio is the common one; just to push a file out to your speakers. That's a fine way to build a "play this sound when that happens" mod, but it's a thin layer, and the limitations tend to show up in the same handful of places: audio that's basically flat with maybe some stereo panning standing in for "position," no real awareness of whether the game is paused or running in slow motion, a narrow set of supported file types, and if there's internet radio at all, it's usually fragile; one dropped connection and the stream just dies.

XScanner4 is built on a proper low-level audio engine instead, closer to what an actual game uses for its own sound than what a typical mod bolts on. That's what makes a lot of the above possible in the first place; sound that's actually positioned in 3D space rather than approximated, a scanner that slows down properly with the game instead of ignoring it, a visualizer reading real audio data instead of guessing at it after the fact, and a wide range of file formats plus real streaming protocols instead of just local file playback. It's less "a mod that plays sound files" and more a small audio system in its own right, which is really the only reason the 3D audio, the live radio, and the reactive visualizer can all run at once without stepping on each other.

⚠️ DISCLAIMER ⚠️

Not providing support in the comments anymore.

Support can be found on my Discord or on the ULSS Discord.





KNOWN ISSUES

29/09/2026 - currently investigating an issue where broadcastify streams return nothing but static



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Could contain: text, screenshot, graphic design, poster, graphics, art, font

 

 

Edited by khorio
change description

What's New in Version 4.0.2461.3

Released

Complete rewrite


Short Description

Police Scanner, Live streams

AI disclosure

The author has disclosed that AI tools were used in creating the following aspects of this file:

  • Description

User Feedback

Recommended Comments

Nemesisx101

Members

(edited)

@khorio Awesome stuff! I’d like to bring up an idea/request I had back in the day that made the rounds (no one really figured it out): could you look into tricking the game/ forcing the dispatch chatter herd in police cars to play in the background while on-foot? It would really add to the experience as its dynamic. I mean, you could always try replicating it by creating your own system by grouping voice lines and stringing them together in the same format  while checking Player location to create the illusion of background simulation of crime/other unit activity. Many thanks.

Edited by Wolfx101

1 minute ago, Wolfx101 said:

@khorio Awesome stuff! I’d like to bring up an idea/request I had back in the day that made the rounds (no one really figured it out): could you look into forcing the dispatch chatter herd in police cars to play in the background (frontend) while on-foot? It would really add to the experience as its dynamic. Many thanks.

xscanner has that feature. you just have to enable it through the menu.

Nemesisx101

Members

1 minute ago, OfficerMorrison said:

xscanner has that feature. you just have to enable it through the menu.

I’m talking about police car scanner chatter outside of LSPDFR— it’s a game script.

Tukkan

Members

although having scanner to intercept all audio going to "vanilla" scanner, when I request ped or vehicle check via stop the ped, it still goes thru vanilla scanner and allows xscanner play background chatter or a new call

(dunno how stop the ped is scripted, though, if the check request goes thru scanner or if it just an audio playing ...)

 

and even if I have selected option to not always use landmarks, dispatcher still uses them ... and sometimes it's super weird to hear, eg when call comes up in mirror park, the dispatcher announces it as east of ls drainage river or, more weirdly, east of fib tower ...

khorio

Members Author

6 hours ago, Tukkan said:

although having scanner to intercept all audio going to "vanilla" scanner, when I request ped or vehicle check via stop the ped, it still goes thru vanilla scanner and allows xscanner play background chatter or a new call

(dunno how stop the ped is scripted, though, if the check request goes thru scanner or if it just an audio playing ...)

 

and even if I have selected option to not always use landmarks, dispatcher still uses them ... and sometimes it's super weird to hear, eg when call comes up in mirror park, the dispatcher announces it as east of ls drainage river or, more weirdly, east of fib tower ...

Dispatch will still use them if its not turned off, it just lowers the amount of times it uses it. and Mirror park is east of the ls river and the fib tower

Tukkan

Members

4 hours ago, khorio said:

Dispatch will still use them if its not turned off, it just lowers the amount of times it uses it. and Mirror park is east of the ls river and the fib tower

I understand, but the dispatcher always uses them. Even if I turned it completely off ...

My remark towards park and tower was in that sense, that it is kinda distant.

khorio

Members Author

2 minutes ago, Tukkan said:

I understand, but the dispatcher always uses them. Even if I turned it completely off ...

My remark towards park and tower was in that sense, that it is kinda distant.

can you upload your log or ini if its still using them even after turning it off?

And yes, the landmark range is based on its size/height/visibility (rough estimate), for example:

  • FIB Tower: 1000m
  • LS River: 500m
  • Subway stations: 100m
  • Morgue: 250m
  • Up 'n Atom: 100m
  • Vangelico: 80m

Officer Bryce

Members

Can I add my own broadcastify feed? If so, how?? 

 

(edited)

  • Community Team
On 11/21/2023 at 6:20 PM, Officer Bryce said:

Can I add my own broadcastify feed? If so, how?? 

 

Enter the broadcast ID in "Stream ID" and press Enter. Broadcast ID is the last five/four numbers of the broadcast URL.

Edited by unitedOrange66

Heisenberg456

Members

very wonderful mod thx btw ı have a more radio chatter mod too but sometimes ı have hear at the same time any idea to this or do ı need to delete more radio chatter mod?

khorio

Members Author

12 minutes ago, Heisenberg456 said:

very wonderful mod thx btw ı have a more radio chatter mod too but sometimes ı have hear at the same time any idea to this or do ı need to delete more radio chatter mod?

More radio chatter doesn't check for anything so it plays randomly no matter if the lspdfr/xscanner playback engine is busy, probably easiest to remove it as it's not being updated either.

jacalapar

Members

This update is great the only questions I have is when the relay is turned on, you get all the landmarks added and when you turn it off she doesn't say any of the landmarks. But when I have relay on, why is it that when you call anything in the radio using native backup and not Ultimate Backup, dispatch starts talking and then the officers instantly reply over dispatch making it two people talking on the radio at once which is extremely unrealistic. If there's a way for dispatch to be able to speak and then the officers stop talking over her radio and instead Waits until she's finished and then they reply let me know. That's the only issue I've been having. I really like the landmarks update though

Tukkan

Members

On 11/21/2023 at 9:44 PM, khorio said:

can you upload your log or ini if its still using them even after turning it off?

And yes, the landmark range is based on its size/height/visibility (rough estimate), for example:

  • FIB Tower: 1000m
  • LS River: 500m
  • Subway stations: 100m
  • Morgue: 250m
  • Up 'n Atom: 100m
  • Vangelico: 80m

 

[General]
IntroSound=lspdfr\audio\scanner\RESIDENT\INTRO
OutroSound=lspdfr\audio\scanner\RESIDENT\OUTRO
DisableIntro=False
DisableOutro=False
DefaultScannerVolume=0.4
DisableUnneededAreaReports=True
DisableLandmarks=True
DontAlwaysTryToFindNearbyLandmarks=True
DisableScannerResetOnPause=False
SpamControl=90

[Keybinds]
PoliceScannerKey=LControlKey
BackgroundScannerKey=LShiftKey
VolumeModifierKey=LMenu
VolumeUpKey=Add
VolumeDownKey=Subtract
MenuKey=F6

[Relay]
EnableRelay=True
ForcedRelayTimeOut=10

[BackgroundScanner]
EnableBackgroundScanner=True
BackgroundScannerVolume=0.2
EnableBackgroundScannerWebstream=False
BackgroundScannerBroadcastifyId=32602
BackgroundScannerRegionSpecificBroadcast=False
BackgroundScannerRegionTimeBeforeSwap=10
BackgroundScannerWebstreamBufferSize=65536
BackgroundScannerOnlyForPlayerVehicle=False
EnableBackgroundScannerOnPlayer=True
EnableBackgroundScannerDuringCallouts=True
EnableBackgroundScannerDuringPursuits=False
ResetBackgroundScannerLineAfterGamePause=False
BackgroundMinTime=15
BackgroundMaxTime=60
Disable3DBackgroundScanner=True
BackgroundScannerVolumeBoost=0
CurrentlyActiveBroadcastifyID=20296
BackgroundScannerManagedBuffer=True
DisableBufferSpinner=False




just after I set  disablelandmarks to true, I hear them just time to time ...

khorio

Members Author

(edited)

40 minutes ago, Tukkan said:

 

[General]
IntroSound=lspdfr\audio\scanner\RESIDENT\INTRO
OutroSound=lspdfr\audio\scanner\RESIDENT\OUTRO
DisableIntro=False
DisableOutro=False
DefaultScannerVolume=0.4
DisableUnneededAreaReports=True
DisableLandmarks=True
DontAlwaysTryToFindNearbyLandmarks=True
DisableScannerResetOnPause=False
SpamControl=90

[Keybinds]
PoliceScannerKey=LControlKey
BackgroundScannerKey=LShiftKey
VolumeModifierKey=LMenu
VolumeUpKey=Add
VolumeDownKey=Subtract
MenuKey=F6

[Relay]
EnableRelay=True
ForcedRelayTimeOut=10

[BackgroundScanner]
EnableBackgroundScanner=True
BackgroundScannerVolume=0.2
EnableBackgroundScannerWebstream=False
BackgroundScannerBroadcastifyId=32602
BackgroundScannerRegionSpecificBroadcast=False
BackgroundScannerRegionTimeBeforeSwap=10
BackgroundScannerWebstreamBufferSize=65536
BackgroundScannerOnlyForPlayerVehicle=False
EnableBackgroundScannerOnPlayer=True
EnableBackgroundScannerDuringCallouts=True
EnableBackgroundScannerDuringPursuits=False
ResetBackgroundScannerLineAfterGamePause=False
BackgroundMinTime=15
BackgroundMaxTime=60
Disable3DBackgroundScanner=True
BackgroundScannerVolumeBoost=0
CurrentlyActiveBroadcastifyID=20296
BackgroundScannerManagedBuffer=True
DisableBufferSpinner=False




just after I set  disablelandmarks to true, I hear them just time to time ...

I'll check, thanks for the report!

 

Edit: from looking at the code it still played landmarks if you had them disabled but had DontAlwaysTryToFindLandmarks enabled, will be fixed in the next update.
For now you can probably get around it by making sure DontAlwaysTryToFindLandmarks is disabled and DisableLandmarks is enabled (either through the menu or the ini)

1 hour ago, jacalapar said:

This update is great the only questions I have is when the relay is turned on, you get all the landmarks added and when you turn it off she doesn't say any of the landmarks. But when I have relay on, why is it that when you call anything in the radio using native backup and not Ultimate Backup, dispatch starts talking and then the officers instantly reply over dispatch making it two people talking on the radio at once which is extremely unrealistic. If there's a way for dispatch to be able to speak and then the officers stop talking over her radio and instead Waits until she's finished and then they reply let me know. That's the only issue I've been having. I really like the landmarks update though

That shouldn't happen and I've never seen that happen either, can you upload your ragepluginhook.log if this happens again, it sounds like the hook is failing somewhere on load.

Edited by khorio

0xShelby

Members

Love this mod, have been using it since it came out, however, every single time I change settings, specifically volume, it crashes. I cannot change that and many other settings in the menu at all when trying to use XScanner. Is there a fix for this or is this a bug that needs worked out?

brandonhieu

Members

I love this. I wonder how do I look up the broadcast code/stream ID for my county? 

khorio

Members Author

6 hours ago, 0xKlepto said:

Love this mod, have been using it since it came out, however, every single time I change settings, specifically volume, it crashes. I cannot change that and many other settings in the menu at all when trying to use XScanner. Is there a fix for this or is this a bug that needs worked out?

You will need to upload your ragepluginhook.log

There is no currently known bug that would cause this.

58 minutes ago, brandonhieu said:

I love this. I wonder how do I look up the broadcast code/stream ID for my county? 

If you go on broadcastify.com you can look up your desired stream(s) and just note down the broadcast id at the end of the url. That's id you enter in xscanner

BGaming101

Members

Hello, 

My Game crashed, i read through it and it said stuff about X-Scanner. Here is my .log file, 
 

RagePluginHook.log

khorio

Members Author

6 hours ago, BGaming101 said:

Hello, 

My Game crashed, i read through it and it said stuff about X-Scanner. Here is my .log file, 
 

RagePluginHook.log 110.92 kB · 0 downloads

You have an extremely old version of ragenativeui. Xscanner refused to load while another plugin crashed which is why it's shown in the log (XScanner will just refuse to load if the requirements aren't met so it should never crash).

 

Update your ragenativeui and then try again, link is on the main page above here ^^

khorio

Members Author

On 11/25/2023 at 9:52 AM, jacalapar said:

This update is great the only questions I have is when the relay is turned on, you get all the landmarks added and when you turn it off she doesn't say any of the landmarks. But when I have relay on, why is it that when you call anything in the radio using native backup and not Ultimate Backup, dispatch starts talking and then the officers instantly reply over dispatch making it two people talking on the radio at once which is extremely unrealistic. If there's a way for dispatch to be able to speak and then the officers stop talking over her radio and instead Waits until she's finished and then they reply let me know. That's the only issue I've been having. I really like the landmarks update though

After further investigation it seems like I've missed an LSPDFR hook on the backup unit request/respond audio which still continues playing on the LSPDFR scanner as a result.
Additional hook has been added for the next update.

jacalapar

Members

35 minutes ago, khorio said:

After further investigation it seems like I've missed an LSPDFR hook on the backup unit request/respond audio which still continues playing on the LSPDFR scanner as a result.
Additional hook has been added for the next update.

happy you found the issue and fixing it in the next update! Thank you! Great work as well so far!

jacalapar

Members

tried the new update and its awesome! The only things I've seen is that when using the default lspdfr backup menu and I call for backup, dispatch and the cop wont talk over each other on the radio but dispatch wont read the landmarks. the landmarks seems to work very well with ultimate backup though. Also when calling in air support over the radio through grammar police while in a pursuit, it calls in the default lspdfr heli which the heli pilot instantly answers on the radio while dispatch is calling it in simultaneously. so the only 2 bugs are default lspdfr backup menu when calling units, dispatch wont read landmarks but ultimate backup it works fine and when calling in a air unit with grammar police while in a pursuit, dispatch calls it in and the pilot instantly talks over dispatch calling the heli in.

OfficerAlexis

Members

Just a suggestion,it would be great if we could here the radio from the other officers too.

One of the best mods I've added to LSPDFR. Some funny lines too. Great mod.

bondi9mm

Members

ios this safe as says anomaly detected ? 

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