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AmbientAICallouts 0.9.9.02

(42 reviews)

11 Screenshots

AmbientAICallouts for LSPDFR

Copyright (C) 2021 ziipzaaapM16A4. All rights reserved.

Any unauthorized modification, reverse engineering, or distribution (including re-uploading of any kind) is strictly prohibited.

PLEASE DO NOT  POST A NEGATIVE REVIEW WITHOUT ADDRESSING THE ISSUE AS A COMMENT ON THIS PAGE.

FOR ANY SUPPORT RELATED ISSUES, PLEASE POST A COMMENT ON THIS PAGE.

 

Join our Discord --->   here

Need Help? Open a support ticket --->   here (discord support channel link)

Want Early Access? Become a Patreon! --->   here


AAIC Banner

Update V0.9.9.02 Released
Better late than never.

 

Feature/Function:

AmbientResponse system wich triggers AiCallouts.

- Get police scanner feedback.

--> Units get their own call sign. Less redundancy.
 

AiCallouts can turn into LSPDFR Callouts.

- 6 AiCallouts included.

- 4 LSPDFR Callouts included. ==> execution only by AiCallout
 

RageNativeUI Menu
- Watch over the entire Neighborhood and Start Emergency's and other stuff

   with the convenience of a easy controllable Menu and a big mini map.
- Partial Settings editor

- Settings Save function
 

AiCallout API & documentation. Create your own AiCallouts.

--> reload AiCallouts without reloading LSPDFR.

- GrammarPolice Support: no interruption by Dispatch [Outdated API]

- Heli Assistance Support: Helicopter responding to AiCallouts.

Meet other Units while their Breake

- StandingAmbientAI has been developed to make your units more immersive.

   Meet your colleagues in the street and idle for emergencies.
 

RejectedCalloutAI 

--> If you don't take the call, AI has to Respond

- The Unit will respond to the location of the call you denied.
 

Ressource friendly Cop Car Pool

- Units will only be claimed and persistent while emergency's allowing them to be used by other mods. 

- Units get their persistent Callsign by writing it on the License Plate.
 

Custom Voice Line System (API integration later)

- A Custom Voice Line System that allowed us to implement different available voice lines.
- Brian Watts (Homepage Voice Actor) is a Police Officer on Duty with custom voice lines. He drives 1-Lincoln-35.

 

 

Here is a List of all development demos & other videos:

Spoiler

https://www.youtube.com/watch?v=BMPmnLqKzmE - GTA V : LSPDFR - AmbientAICallouts Plugin demo
https://streamable.com/r58x7h - AAIC - Crime Fighting - development demo 2

https://streamable.com/xk4ey6 - AAIC - RejectedCalloutAI - development demo 3

https://streamable.com/81ehq7- AAIC - Crime Prankcall - development demo 4

https://streamable.com/0c15t2 - AAIC - Crime MVA - development demo 5

https://streamable.com/0xxwc6 - AAIC - Crime Shooting - development demo 6

https://streamable.com/mbpbx3 - AAIC - Heli Assistance support - development demo 7

https://www.youtube.com/watch?v=y6O7oll1BN4 - AmbientAICallouts - Teaser

 

 

 

How to Use:

- Automatic separate AmbientResponse System which triggers AiCallouts.
- The AI will call for Backup if they need you. It will be shown as a LSPDFR Callout.
(you have to be available for calls)
- Attach yourself to an AiCallout

      simply use GrammarPolice and tell dispatch "show me responding in addition"

      or by pressing CTRL + X (can be changed in .ini)

- Menu for AAIC by pressing LCTRL + F8

- You cannot attach yourself to an Rejected LSPDFR Callout from the RejectectedCalloutAI Feature.

- Console Commands for...

    StartRandomAiCallout => Forcing an random AiCallout,
    StartAiCallout AiCalloutName => Forcing an specific AiCallout,

    AbortAllRunningAiCallouts => Aborting/Cleaning up all AiCallout,

    AbortAiCallout FiberNumber => Aborting/Cleanup an specific AiCallout,  

    ReloadAmbientAICalloutSettings => Reloading AmbientAiCallout Settings,
    ReloadAiCalloutPlugins => Reloading the AiCallout dll's from /plugins/LSPDFR/AAIC

 

 

Installation:

Paste everything into your main Grand Theft Auto V folder.

Except for the READ_ME.

 

Requirements:

LSPD First Response.dll
RagePluginHook.dll

 

Recommended Addon:

Grammar Police V1.4.1.3

Heli Assistance V2.4.2

 


API and Documentation:

Create your own AiCallout. We provide a textual and visual documentation and template to easily create an AiCallout.

Learn from existing AiCallouts. OpenSource AiCallouts: https://github.com/ziipzaaapM16A4/Default-AiCallouts-Pack

Use the Template to jump right into development. All necessary and recommended are already there and with comments:
https://github.com/ziipzaaapM16A4/AiC_Example

 

 

 

Please don't forget to rate this plugin afterwards.

if you find a bug then give me the chance to take a look at it before posting a negative rating.

 

 

Attention: AAIC is penetrating the boundaries of GTA V's ability to manage/tasks objects in the GTA world objects. That doesn't mean that its likely to crash. It just means that if objects are to far from the player, GTA is more likely to prioritize things in the near. It can result in object not tasking things in the distance or GTA cleaning themselves up. This is one of the main reason why AiCallouts aborts themselves. So far this Theory could never be approved by senior developers i want to say i've reviewed the code a dozen times, i cannot find a piece of code causing vehicles to go invalid.
We do prevent crashes but we cannot prevent the abort of an AiCallout.
Important Note:
The more mods that are loaded onto the game, the more the instability rises.
Large vehicle packs can greatly reduce an entity's lifetime before it is deleted from the pool by whatever visual or scripted mods.

 

Known Issue:     Please open supportticket on our Discord if you encountered an Error.

- Most of the issues are invalid object errors but they should not lead lspdfr to crash, these errors just give back log.

   The Reason might be older versions of ELS which would despawn police vehicles left alone.
   Visit Changelog from Released June 28, 2024. Version 1.05

- Sometimes if you are to far from an AiCallout the process will sleep until you're nearby due to rage not executing tasks to reduce resource usage. 

 

Edited by ziipzaaapM16A4
removed incompability statement + added PR developer to Credits

What's New in Version 0.9.9.02

Released

0.9.9.02:
- [edit] Supported GrammarPolice version
0.9.9.01:
- [added] #25 Save Settings to .ini Button for RNUI Menu
0.9.9.0:
- [fix] Aborting invalid AiCallout in RNUI leads to crash
- [fix] #24 Replacing "" string with actual no sound file. Workaround
- [improve] ExternalPluginLoader class -> limited Max Version for GrammarPolice due to missing API Feature.
- [added] RageNativeUI Menu
- [added] New Animations to StandingAmbientAI
Default-AiCallouts-Pack:
- Reworked some AICallouts for more Stability

0.9.8.8:
- [added] Additional Radio Voice -> Voice Actor: Brian Watts.
- [added] Multiple Vehicles Response.
- [added] StandingAmbientAI. Units will rest be able to rest around and standingby for incomming calls. 3 Scenarios include.
- [added] Radio Communication 10-8
- [added] Radio Communication On_Scene
  currently only fixed positions. One of them is Pillbox Hill at the Local Fleeca Bank. (Do not stand to close to the bank)
- [fixed] Code 2 driving task.
- [edit] increased probability for an short radio comunitcation when giving call to unit.
- [fix] RCAI fiber crash when resquested unit from lspdfr is not valid.
- [improved] EnterAndDismiss() & AllEnterVehicle(): targeting now correct side of the vehicle before entering vehicle  
- [improved] LSPDFR Callouts: when officer reports help the ai around is only able to respond before the emergency message when player near enough to the call. else they will respond until dispatch requested help. 
Default-AiCallouts-Pack:
- [improved] Shots fired: compleately reworked shotsfired call.
- [added] LSPDFR Unarmed AI Arrest for MVA and Outstanding Warrant. (This feature is very new. I currently cannot handle proberly that the suspect stays on scene)
- [improved] EmergencyCall: increased timespan until unit need to be on scene when responding code 2
API:
- [added] XML which can be loaded by any lint to show what the Function does.
- [added] Multiple Vehicles Response. Calls can now contain a number of required units and AAIC will fill the Units array. -> UnitsNeeded = ...
- [edit] Units are now a type of the struct PatrolUnit(fom AAIC API) containing callsign, officers, voiceline and vehicle.
- [removed] Compability for Old third party AiC plugins. They will be depricated. -> to many changes to the api due to Multiple Vehicle Response.

0.9.8.5:
- [added] Units keep their callsign through callouts
- [added] Unit licensplates are now named like their callsign 
- [added] PlayerCallsign added to .ini setting. Avoid Ai from taking your callsign
- [added] new LSPDFR API: Unit radio sounds for units instead of dispatch sounds for units
- [fixed] Arrival timout when already nearby. 
- [fixed] EnterAndDissmis(): improved task assignment (i tried my best but sometimes gta fakes a task)
- [fixed] All LSPDFR Callouts: improved stability
- [fixed] RejectedCalloutAI: sometimes grabs a unit which is already in a callout when code 2
- [improved] Overall Code Refactor
- And a lot more minor changes.
Default-AiCallouts-Pack:
- All: Added OfficerReportOnScene();
- [fixed] Prankcall: different animations
- [added] OutstandingWarrant: people flee from gunpoint
API:
- [added] documentation XML file with all and up to date API functions

0.9.7.3: 
- fixed random units apearing and not moving when AiCallout has been canceled at Setup() part.
- Added Code 4 Notification when LSPDFR callout ends.
- Added HeliAssistance request probability in the .ini file. Decide yourself how often a Helicopter should get requested by dispatch.
- [fixed] AmbientResponse taking HeliAssistance Helicopter from Player when in use.
- [fixed] RejectedCalloutAI validity check to prevent crashes.
- [fixed] OfficerUnderFire: End(): crash.
- Reduced unnessesary error log when fibers aborts
- Vehicles will never be dismissed now. they will be non-persistent and disapear from itself after time.
- Added Heli request when AAIC-OfficerDown Callout.
- GrammarPolice status handler has been stabilized.
- Key Watcher has been changed.
- And many other big and small changes.
API:

- AiCallouts must now match the MinimumAiCalloutDistance and MaximumAiCalloutDistance

   to prevent beeing aborted by AmbientResponse.

- Added Code3 & Code2 Response difference. ResponseType can now be set in a AiCallout. 
  (Units will drive with lights and siren or normal) (take a look at Example_AiC online at GitHub.com for an Example)
- EnterAndDismiss() overload: can now only dismiss officers.
- EnterAndDismiss(): [fixed] can now dismiss even when original driver doesn't exist anymore and more other validity checks.
- EnterAndDismiss(): [fixed] unit not despawning when officers despawned before entering the vehicle.
- COM_OnScene(): the function which simply calls ai "OnScene" if possible has been fixed.
- IsAiTakingCare(): improved algorithm with probability in percent (take a look at AmbientAICallouts.ini)
Default-AiCallouts-Pack:
- ALL: callout distance self check added.

   Each Default-AiCallout has now its own distance self check to prevent beeing aborted by AmbientResponse due to invalid callout location.
- ALL: Reduced unnessesary error log when fibers aborts.
- Fighting: is now able to handle interaction by the player.
- Example_AiC: more comments and updated Example_AiC.cs
- [fixed] MVA: checking validity before calling LSPDFR functions to prevent crashes.
- Shotfired: Reduced task assignment for the GetInCoverTask.


Short Description

First fully automatic Ambient Emergency System for LSPDFR. You’re not the only cop in San Andreas.

User Feedback

Recommended Comments

Officer Toshi

Insiders

I had the latest. I might actually remove all plugins again and just have yours + heliassist then play for a day and start adding the others one by one to see when it starts crashing.

 

Anyway, your plugin is one of the most creative amazing plugins on here, honestly good job thinking of it and especially good job bringing it into being. It's so good hearing other units going off and doing their thing. I love going along in addition just to hang out and watch them, fascinating stuff.

HookerHeels

Members

Works flawlessly, but sadly, due to GTA'a dumb ass AI, the responding cops cause too much havoc for my tastes.
5 stars regardless. 

ziipzaaapM16A4

Insiders Author

10 minutes ago, HookerHeels said:

Works flawlessly, but sadly, due to GTA'a dumb ass AI, the responding cops cause too much havoc for my tastes.
5 stars regardless. 

yes. i hope lspdfr will release their own response task so i can implement it into AAIC.

  • Community Team

After running this plugin several times with LSPDFR, I have to say I'm falling in love with this. But there are still rooms for improvements, and this is not perfect yet. 

 

The main "issue" I noticed is the performance. FPS drop and map texture glitching out after running this plugin for 10-20 minutes, along with other plugins, on a high-end gaming PC. Mainly because AI officers are driving around frequently and spawning mini-scenarios. This is really taking too much game memory. 

 

I think it would be great if the author can focus on improving the overall performance of this plugin in the feature updates . 

Drewgti84

Members

First off, terrific plugin and idea. It is a must have one after playing around with it for a few hours. I do have one question. Has anyone noticed a decline in other callouts ( ones from callout packs) after installing this? As in, the frequency of other callouts. I was just curious if it's just on my end. Either way, terrific plugin and thank you for your work 

(edited)

Thank you for your hard work on this mod. It has been working pretty well so far, but seems to have caused a crash. Log is attached. RagePluginHook.log

Edited by SuperPershing1945

Spoty12

Members

Hey, I really like that script. I'm not sure but the officer down callout seems to crash my LSPDFR maybe you could take a look at the log

 

RagePluginHook.log

JBin818

Members

Very cool plugin but it seems to crash LSPDFR or Rage after a while.  For me it is after a few minutes going on duty, for others that have had problems that seem to be related to this have gone 10-20 minutes then crashes.  It seems like it creates a lot of events and that overloads what LSPDFR or Rage can handle.  Is there anyway to look into this and see if you can make this less of a strain on the game?  Again,  a really awesome mod.  Neat to hear the raidio traffic, other Al get callouts, they respond to your rejected callouts and you can attach as secondary to some of their callouts.  Very cool.

Ninelives

Members

On 2/11/2021 at 8:58 AM, ziipzaaapM16A4 said:

 

jup. Gets a fix in the next version

Is there a way to remove that part of the callout temporarily while we wait for the new version? 

 

This mod is basically a MUST, brings so much immersion to LSPDFR, would suck to have to remove it completely for now.

amgaming

Members

Here is an ideal that I think is great. You should make the AI bots randomly pull people over on traffic stop allowing them to use dispatch allowing you to pull up and assist.

ziipzaaapM16A4

Insiders Author

(edited)

3 hours ago, Gang Unit Robinson said:

Here is an ideal that I think is great. You should make the AI bots randomly pull people over on traffic stop allowing them to use dispatch allowing you to pull up and assist.

Did you saw the parking task in the MVA AiCallout?
Trust me you don't want me to make a Pullover script.

Although i had this specific idea already in my mind at the very beginning.

The other thing would be that there are no soundfiles i could edit together so simulate a radio transmission about a traffic stop or pullover. 

If those Problems wouldn't be i would do that immediately. 
----------------------------------------------------------------------------------------

On 2/18/2021 at 9:08 AM, JBin818 said:

Very cool plugin but it seems to crash LSPDFR or Rage after a while.  For me it is after a few minutes going on duty, for others that have had problems that seem to be related to this have gone 10-20 minutes then crashes.  It seems like it creates a lot of events and that overloads what LSPDFR or Rage can handle.  Is there anyway to look into this and see if you can make this less of a strain on the game?  Again,  a really awesome mod.  Neat to hear the raidio traffic, other Al get callouts, they respond to your rejected callouts and you can attach as secondary to some of their callouts.  Very cool.

i would need your "GTA v/RagePluginHook.log" File.
-------------------------------------------------------------------------------------------

On 2/19/2021 at 8:16 AM, Ninelives said:

Is there a way to remove that part of the callout temporarily while we wait for the new version? 

 

This mod is basically a MUST, brings so much immersion to LSPDFR, would suck to have to remove it completely for now.

is that happening so frequently?
i am in my exams period currently i will work on this plugin as soon as i have some freetime

Edited by ziipzaaapM16A4

JBin818

Members

39 minutes ago, ziipzaaapM16A4 said:

i would need your "GTA v/RagePluginHook.log" File.

 

RagePluginHook.log

ziipzaaapM16A4

Insiders Author

(edited)

7 hours ago, JBin818 said:

file


This is not the session which crashed. the log you send me had not loaded AAIC.

Edited by ziipzaaapM16A4

Ninelives

Members

16 hours ago, ziipzaaapM16A4 said:

Did you saw the parking task in the MVA AiCallout?
Trust me you don't want me to make a Pullover script.

Although i had this specific idea already in my mind at the very beginning.

The other thing would be that there are no soundfiles i could edit together so simulate a radio transmission about a traffic stop or pullover. 

If those Problems wouldn't be i would do that immediately. 
----------------------------------------------------------------------------------------

i would need your "GTA v/RagePluginHook.log" File.
-------------------------------------------------------------------------------------------

is that happening so frequently?
i am in my exams period currently i will work on this plugin as soon as i have some freetime

I'm not sure actually so far it happened once and it was the first time I tried it, yesterday it was fine, so maybe it's just random or depends on a few things I'm not aware of.

 

Also one thing I noticed is it doesn't allow callouts from other callout mods to come through, is that also a bug?

amgaming

Members

20 hours ago, ziipzaaapM16A4 said:

Did you saw the parking task in the MVA AiCallout?
Trust me you don't want me to make a Pullover script.

Although i had this specific idea already in my mind at the very beginning.

The other thing would be that there are no soundfiles i could edit together so simulate a radio transmission about a traffic stop or pullover. 

If those Problems wouldn't be i would do that immediately. 
----------------------------------------------------------------------------------------

i would need your "GTA v/RagePluginHook.log" File.
-------------------------------------------------------------------------------------------

is that happening so frequently?
i am in my exams period currently i will work on this plugin as soon as i have some freetime

If I can find some I would let you know 🙂 and keep up the good work

ziipzaaapM16A4

Insiders Author

(edited)

On 2/21/2021 at 5:46 AM, Ninelives said:

I'm not sure actually so far it happened once and it was the first time I tried it, yesterday it was fine, so maybe it's just random or depends on a few things I'm not aware of.

 

Also one thing I noticed is it doesn't allow callouts from other callout mods to come through, is that also a bug?

actually no but i suspect that lspdfr is preventing random callouts due to the increased radio traffic. 
try to increase the timespan for AiCallouts in the ini file. Everything should be well described

Edited by ziipzaaapM16A4

JBin818

Members

On 2/20/2021 at 12:24 PM, ziipzaaapM16A4 said:


This is not the session which crashed. the log you send me had not loaded AAIC.

 

Opps, Uploaded wrong log.  I made three new ones now that all crashed.  One, LSPDFR crashed but stayed in game.  Other 2 closed the game.  On one the game lasted a bit longer because I was called out to the county for a little bit but once I got into the city it didn't last.

RagePluginHook_27022021_093232.log RagePluginHook_27022021_092301.log RagePluginHook_27022021_084530.log

officer King218

Members

this a great pack to have but one thing i dont like is when an ai cop get to the location the park their car in the middle of the road blocking traffic flow 

ziipzaaapM16A4

Insiders Author

(edited)

17 minutes ago, officer andre weatherspoon said:

this a great pack to have but one thing i dont like is when an ai cop get to the location the park their car in the middle of the road blocking traffic flow 

 

On 2/20/2021 at 1:07 PM, ziipzaaapM16A4 said:

Did you saw the parking task in the MVA AiCallout?
Trust me you don't want me to make a Pullover script.

Same counts for parking tasks.


If the built in Parking Task from GTA is all Rockstar could do for its Game then don't expect me to make it better.


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

On 2/27/2021 at 11:28 AM, JBin818 said:

093232: Could be anything. there is no clue what or why it happend. The smallest clue tho could be to make RejectedCalloutAI more Stable anyhow.

[AmbientAICallouts] [RejectedCalloutAI Fiber 51INFO: dispatching nearby unit

 

092301: LSPDFR crashed here on its own. Not related to AAIC.

Exception message: Could not spawn new vehicle.
LSPD First Response\Mod\Menus\DutyGarageMenu.cs:line 110


084530: There was coming a bit of log. I appreciate the log. It crashed on a specific line and logged it making Debugging a lot easier.

[AmbientAICallouts] [Callout OfficerDown] ERROR: Creating Scenario at OnBeforeCalloutDisplayed(): Rage.Exceptions.InvalidHandleableException: Operation is not valid because the specified  Rage.Ped is invalid.
at AmbientAICallouts.Callouts.OfficerDown.OnBeforeCalloutDisplayed() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\Callouts\OfficerDown.cs:line 248

Edited by ziipzaaapM16A4

JBin818

Members

6 hours ago, ziipzaaapM16A4 said:

 

Same counts for parking tasks.


If the built in Parking Task from GTA is all Rockstar could do for its Game then don't expect me to make it better.


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

093232: Could be anything. there is no clue what or why it happend. The smallest clue tho could be to make RejectedCalloutAI more Stable anyhow.

[AmbientAICallouts] [RejectedCalloutAI Fiber 51INFO: dispatching nearby unit

 

092301: LSPDFR crashed here on its own. Not related to AAIC.

Exception message: Could not spawn new vehicle.
LSPD First Response\Mod\Menus\DutyGarageMenu.cs:line 110


084530: There was coming a bit of log. I appreciate the log. It crashed on a specific line and logged it making Debugging a lot easier.

[AmbientAICallouts] [Callout OfficerDown] ERROR: Creating Scenario at OnBeforeCalloutDisplayed(): Rage.Exceptions.InvalidHandleableException: Operation is not valid because the specified  Rage.Ped is invalid.
at AmbientAICallouts.Callouts.OfficerDown.OnBeforeCalloutDisplayed() in D:\#UserData\Dokumente 2 - TB\Development\Visual Studio\Repos\AmbientAICallouts\src\AmbientAICallouts\Callouts\OfficerDown.cs:line 248

The callout plugins I use is Simple Callouts by Bejoijo and Super Events and Super Callouts. Along with LSPDFR callouts.  I think I read from another user is that LSPDFR doesn't seem to handle ambient events too well.  I think I'll remove Super events and see if that will make Ambient AI more stable.  Since you can have AI respond to your rejected callouts, I wonder if the more callouts you reject the more AI responds meaning the more events are "running" in the background.  Wonder if that is causing strain on LSDPFR.  I do reject sometimes quite a few callouts because they are too far, just don't want to take that type of call, busy with another call, so AI would be taking those.  I know I can change to false in the ini for that but don't really want to.  I could change that and test to see if that stabilizes it.  I might try that.  Glad there was something you could find in that one log. 

EdgyNova

Members

(edited)

Hi there!

 

This mod is an absolute must for me as it helps the immersion and feeling of the world, however there is a bug currently where when you respond to a call as a secondary unit in where you end the pursuit that is started by the script, it seems that there is a loop where the game still thinks the pursuit is still active when it's actually ended and the only way to fix it is to reload plugins.

 

This is a problem because LSPDFR is stuck in that pursuit state and you will not be able to get any callouts.

Screenshot_15.png

Screenshot_16.png

Edited by EdgyNova

ziipzaaapM16A4

Insiders Author

7 hours ago, EdgyNova said:

Hi there!

 

This mod is an absolute must for me as it helps the immersion and feeling of the world, however there is a bug currently where when you respond to a call as a secondary unit in where you end the pursuit that is started by the script, it seems that there is a loop where the game still thinks the pursuit is still active when it's actually ended and the only way to fix it is to reload plugins.

 

This is a problem because LSPDFR is stuck in that pursuit state and you will not be able to get any callouts.


You got a log of this session? i heard a few times about this but i wasn't able to find the issue

EdgyNova

Members

5 hours ago, ziipzaaapM16A4 said:


You got a log of this session? i heard a few times about this but i wasn't able to find the issue

Unfortunately not, but it's pretty easy to recreate so I'll get it a bit later in the day!

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