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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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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)

Hello again, would it be possible to have an option to attach 3D audio to actual peds? Moreover, having streams from sites like Broadcastify (real-time dispatch feeds)  being piped into the game instead of just playing mp3 files would be awesome— imagine having one of those feeds attached to Player/cops in-game! Endless content. LAPD - South Bureau Live Audio Feed (broadcastify.com)

Edited by Wolfx101

MythicalMonkey

Members

Cool to see this updated but I've stopped using the plugin and now use Broadcastify to listen to live LAPD feeds instead, would be cool if the plugin could play those instead of looping the same audio files.

khorio

Members Author

8 minutes ago, MythicalMonkey said:

Cool to see this updated but I've stopped using the plugin and now use Broadcastify to listen to live LAPD feeds instead, would be cool if the plugin could play those instead of looping the same audio files.

 

It can but the 3D engine isn't designed for live feeds atm.

6 hours ago, khorio said:

As it says in the known issues on the main page, that functionality is broken in the current live version, will update tonight .

 

Actually it's a different issue. Will check.

Thanks for the quick fix. 🙂 Works great now. Glad you're back on the dev scene. 😄

beryllinthranox

Members

I really like the background chatter part of the plugin. The dispatch lady talks way too often now during callouts, though. Especially during pursuits, she talks non-stop, saying "target heading..." back to back. Also repeats starting phrases like "be advised" or "all units" two to three times before actually completing the sentence.

Dispatch also expresses my code sign (1-Mary-3) as "One Mary Thirty" and "Ten Mary Thirty" after installing this.

 

Is one of my other plugins messing with dispatch, or is there a setting I can change where she talks less?

 

If I had to guess it might be incompatible with this, though I'm not sure yet.

 

khorio

Members Author

(edited)

50 minutes ago, beryllinthranox said:

I really like the background chatter part of the plugin. The dispatch lady talks way too often now during callouts, though. Especially during pursuits, she talks non-stop, saying "target heading..." back to back. Also repeats starting phrases like "be advised" or "all units" two to three times before actually completing the sentence.

Dispatch also expresses my code sign (1-Mary-3) as "One Mary Thirty" and "Ten Mary Thirty" after installing this.

 

Is one of my other plugins messing with dispatch, or is there a setting I can change where she talks less?

 

If I had to guess it might be incompatible with this, though I'm not sure yet.

 

XScanner does nothing of the sort on its own, so it's another plugin calling something odd. I will have a look. If it gets too annoying you can just disable the relay for now in the ini.

 

I have a feeling quite a few plugins are used to hammering the base LSPDFR scanner engine because it does not support queueing so it dismisses everything else as long as its playing, XScanner queue's up all requests it receives and plays them in order.
Wll need to investigate.

Edited by khorio

Gary Connor

Members

(edited)

Is this still play radio chatter in vehicle like before? I'm sure this plugin is enable and running, I can set volume ingame, but when I stay in my police car and I cannot hear any radio chatter just like before, idk why

Edited by Gary Connor

DooVan

Members

25 minutes ago, Gary Connor said:

Is this still play radio chatter in vehicle like before? I'm sure this plugin is enable and running, I can set volume ingame, but when I stay in my police car and I cannot hear any radio chatter just like before, idk why

same issue here. I have updated to latest update and now i have the issue

beryllinthranox

Members

37 minutes ago, khorio said:

XScanner does nothing of the sort on its own, so it's another plugin calling something odd. I will have a look. If it gets too annoying you can just disable the relay for now in the ini.

 

I have a feeling quite a few plugins are used to hammering the base LSPDFR scanner engine because it does not support queueing so it dismisses everything else as long as its playing, XScanner queue's up all requests it receives and plays them in order.
Wll need to investigate.

Thank you for looking into it. I went ahead and disabled the relay and found an issue with all lspdfr audio now being forced to a low volume. Probably the 0.19 default volume from XScanner. Without the relay, it doesn't seem to grab the volume from the .ini file anymore.

 

Disabling the relay does fix the issue during pursuits with Radio Realism FR and clogged up audio files. I believe the main issue was that XScanner uses location details that are at least twice as long, since they include "south of (nearby location)", which the base LSPDFR doesn't use. So while dispatch is naming the precise location, other audio logs start queueing up.

khorio

Members Author

36 minutes ago, beryllinthranox said:

Thank you for looking into it. I went ahead and disabled the relay and found an issue with all lspdfr audio now being forced to a low volume. Probably the 0.19 default volume from XScanner. Without the relay, it doesn't seem to grab the volume from the .ini file anymore.

 

Disabling the relay does fix the issue during pursuits with Radio Realism FR and clogged up audio files. I believe the main issue was that XScanner uses location details that are at least twice as long, since they include "south of (nearby location)", which the base LSPDFR doesn't use. So while dispatch is naming the precise location, other audio logs start queueing up.

XScanner's volume should not affect anything outside of what XScanner plays.

I actually did include a spamcontrol because I was worried this sort of thing would happen but I never got round to implementing it, will update after I do some more testing.

Dippa

Members

22 minutes ago, khorio said:

XScanner's volume should not affect anything outside of what XScanner plays.

I actually did include a spamcontrol because I was worried this sort of thing would happen but I never got round to implementing it, will update after I do some more testing.

If I gave you my intro and outro sounds I created and been using for years in Moreradio mod, could you convert them to the file type you are using here so I can use those? I really like this mod!

khorio

Members Author

10 minutes ago, Dippa said:

If I gave you my intro and outro sounds I created and been using for years in Moreradio mod, could you convert them to the file type you are using here so I can use those? I really like this mod!

You can just name them differently and change the intro and outro sound name in the ini. it looks for any matching wav/ogg/mp3 file in 
Plugins/LSPDFR/XScanner/Audio

and

LSPDFR/Audio/Scanner

Dippa

Members

(edited)

57 minutes ago, khorio said:

You can just name them differently and change the intro and outro sound name in the ini. it looks for any matching wav/ogg/mp3 file in 
Plugins/LSPDFR/XScanner/Audio

and

LSPDFR/Audio/Scanner

Is there a certain folder within the audio folders I need to put them in? Reason being I don't see any files you had in any of the folders that say "Intro" or "outro". 😎

Edited by Dippa

khorio

Members Author

56 minutes ago, Dippa said:

Is there a certain folder within the audio folders I need to put them in? Reason being I don't see any files you had in any of the folders that say "Intro" or "outro". 😎

it can be in any folder, XScanner does not really care which subfolder anything is in, its only there to keep it a tad organised.

Gary Connor

Members

11 hours ago, DooVan said:

same issue here. I have updated to latest update and now i have the issue

Yeah, at first I was tried to wait more time in the car, i thought it need maybe 1-2 min to load sounds or some kinda problem, but after nearly half an hour I can only hear callouts radio

khorio

Members Author

21 minutes ago, Gary Connor said:

Yeah, at first I was tried to wait more time in the car, i thought it need maybe 1-2 min to load sounds or some kinda problem, but after nearly half an hour I can only hear callouts radio

It's a known issue, has been fixed in the last version which is now in testing. Will probably release it tonight 

Gary Connor

Members

9 minutes ago, khorio said:

It's a known issue, has been fixed in the last version which is now in testing. Will probably release it tonight 

Thx for the fix ;)

Nemesisx101

Members

(edited)

@beryllinthranox Hey, yeah XScanner seems to add intros to blocks of scanner chatter (“Attention all available units”, etc.) and will stitch the various audio lines with new radio cracks and so forth, as well as cancel out intended pauses with certain plugins— like AmbientAiCallouts for example, in my experience. Personally find it really cool actually as makes it all sound more organic but I see how it can be problematic at times. As for the pursuit updates, maybe you should increase (not ideal, I know) the intervals for the time being and see how that plays out. Could just build in functionality for XScanner to handle pursuits entirely and go all out with suspect descriptions too, then again I wouldn’t want people’s toes being stepped on— a collab maybe? Hopefully with regards to the volume control matter, it’ll be set as a independent option—irrespective of whether relay is on or not—as I’d love for it to still work with default LSPDFR. Don’t really see how it’s doing that for you though. Perhaps another option to toggle extra scanner (with it’s various parts not just a global on or off) stuff would be a good idea, but keep volume tweaks… default scanner is like x2 louder than the actual game; absolutely maddening.

 

Edited by Wolfx101

khorio

Members Author

(edited)

57 minutes ago, Wolfx101 said:

@beryllinthranox Hey, yeah XScanner seems to add intros to blocks of scanner chatter (“Attention all available units”, etc.) and will stitch the various audio lines with new radio cracks and so forth, as well as cancel out intended pauses with certain plugins— like AmbientAiCallouts for example, in my experience. Personally find it really cool actually as makes it all sound more organic but I see how it can be problematic at times. As for the pursuit updates, maybe you should increase (not ideal, I know) the intervals for the time being and see how that plays out. Could just build in functionality for XScanner to handle pursuits entirely and go all out with suspect descriptions too, then again I wouldn’t want people’s toes being stepped on— a collab maybe? Hopefully with regards to the volume control matter, it’ll be set as a independent option—irrespective of whether relay is on or not—as I’d love for it to still work with default LSPDFR. Don’t really see how it’s doing that for you though. Perhaps another option to toggle extra scanner (with it’s various parts not just a global on or off) stuff would be a good idea, but keep volume tweaks… default scanner is like x2 louder than the actual game; absolutely maddening.

 

Funnily enough XScanner pursuit updates is already a finished plugin and is in testing phase right now, it adds 7000 audio lines for over 50 triggers during pursuits so it is coming.

Outside of that XScanner does not insert anything other than what is being passed, although it might interpret it slightly different than what the lspdfr engine does.

XScanner also supports intended pauses if they are being passed along. Although the issue might be that certain plugins wait for LSPDFRs audio engine to be inactive which is now always true with the hook enabled. The update that is being tested right now hooks that function to pass if XScanners audio engine is busy playing or not so that will restore this functionality.

 

Feel free to let me know any plugins that cause you issues with the audio and I will look into it.

Edited by khorio

Nemesisx101

Members

(edited)

32 minutes ago, khorio said:

Funnily enough XScanner pursuit updates is already a finished plugin and is in testing phase right now, it adds 7000 audio lines for over 50 triggers during pursuits so it is coming.

Outside of that XScanner does not insert anything other than what is being passed, although it might interpret it slightly different than what the lspdfr engine does.

 

Feel free to let me know any plugins that cause you issues with the audio and I will look into it.

Let me test, let me test it, let me test it lol (happen to have some free-time). It definitely does add as far as AmbientAiCallouts—not really callouts per say so likely being treated as such— is concerned (I initially thought the intro was you tracking what area the Player is in as times she’ll say central units/downtown, etc.) and I have a separate issue with a status plugin were some lines like “10-11” ends up being cut off by a preceding line so you get “10-4, 11”, for example. 

Edited by Wolfx101

khorio

Members Author

(edited)

The issue that caused cut off lines was a problem with the audio file search which has also been fixed. It got confused with single digit files like 1/11 so that was most likely why.

 

You can hear XScanner Pursuit Updates in these videos (along with Most Wanted and Automatic Roadblocks 2 that are both in testing phase as well)

 

Edited by khorio

RHS301

Members

I installed XScanner and I turned the volume up all the way in-game and I still couldn’t hear anything. It was dead silent. 

CriminalJustice

Members

So can you explain to me a bit more exactly what this plugin does? Does it add more realistic radio chatter to the game? I’m sorry. I’m just trying to understand exactly what this plugin does before I try it out. Thank you in advance.

10 minutes ago, CriminalJustice said:

So can you explain to me a bit more exactly what this plugin does? Does it add more realistic radio chatter to the game? I’m sorry. I’m just trying to understand exactly what this plugin does before I try it out. Thank you in advance.

It plays police radio chatter in the background. It does nothing to the default dispatch sounds. The best example is if you listen to police radio chatter on YouTube while you played. This plugin does that for you in game. 

khorio

Members Author

16 minutes ago, CriminalJustice said:

So can you explain to me a bit more exactly what this plugin does? Does it add more realistic radio chatter to the game? I’m sorry. I’m just trying to understand exactly what this plugin does before I try it out. Thank you in advance.

It takes over the LSPDFR internal scanner functions, adding more descriptive position audio (locations based on nearby landmarks etc) and adds volume control to the police scanner.

 

The background audio plays in true 3d from your/npc police vehicles or from your player character, whichever you set it to.

It includes around 450 default background chatter, infinite amounts more can be added. I think devin plays made some more.

 

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