> For the complete documentation index, see [llms.txt](https://docs.gta.clothing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gta.clothing/game-mechanics/cloth-audio-presets.md).

# Cloth Audio Presets

## Introduction

Cloth audio presets connect a component drawable to one of GTA V's existing footwear or clothing audio profiles. They help the equipped item use suitable footsteps or movement foley without adding custom sound files to your resource.

A preset is more than one sound. Depending on the profile, it can affect walking, running, sprinting, landing and other movement-related audio. Shoe profiles can also react to the surface and condition of the footwear, while clothing profiles can add upper-body, lower-body or equipment layers.

{% hint style="info" %}
Durty Cloth Tool does not play an audio preview. Build the resource and test the equipped item in-game.
{% endhint %}

## How clothing audio is layered

GTA V can resolve several profiles for the same ped at once:

* one footwear profile;
* one upper-body clothing profile;
* one lower-body clothing profile;
* additional layers for supported equipment components such as armor, bags, masks and undershirts.

Because these layers play together, changing one preset may be subtle when the rest of the outfit is noisy. Test the item with a simple control outfit before judging the result.

### Upper-body priority

The upper-body component you should configure depends on the target:

* For a **FiveM resource**, start by configuring the upper-body preset on **Top** (`jbib`). If Top uses **None**, try **Undershirt** (`accs`) as the fallback.
* For a **Singleplayer resource**, start with **Body** (`uppr`).

Treat this as a practical starting order and verify it on the client and game build you support, especially after changing the target or enforced game build.

{% hint style="warning" %}
If a preset set on Body appears inactive in FiveM, try Top first, then Undershirt when Top uses **None**. Verify the result on your client and game build.
{% endhint %}

## What **None** means

**None** keeps the component on GTA V's normal fallback path. It is not a universal mute option:

* Shoes fall back to the normal trainer-footstep profile.
* Upper-body and lower-body clothing fall back to the default cloth profile.
* Extra equipment components normally add no extra layer when set to **None**.
* Other equipped components and normal ped audio can still be heard.

The `shoe_silent` profile is also not a promise that the entire ped becomes silent. It only affects the footwear profile; clothing layers and other movement audio can still play.

## Selecting a preset in Durty Cloth Tool

Follow [Audio Presets](/basics/essential-knowledge/audio-presets.md) for the DCT selection workflow. This article focuses on component routing, fallback behavior, the exact catalog, and in-game comparison.

Audio presets are available for **component drawables only**. Props, tattoos and facial overlays do not use this DCT option.

## Available presets

The following tables match the current Durty Cloth Tool dropdowns. Identifiers are shown exactly as they appear in the application.

### Upper-body components

| Drawable type           | Available values                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Body** (`uppr`)       | `none`, `cloth_upper_sweater`, `cloth_upper_jacket_cotton`, `cloth_upper_shirt_tee`, `cloth_upper_shirt_cotton_lite`, `cloth_upper_jacket_puffy`, `cloth_upper_jacket_leather`, `cloth_upper_jacket_suit`, `cloth_upper_shirt_cotton_heavy`, `cloth_upper_spacesuit`, `cloth_upper_bikini_top`, `cloth_upper_bare`, `cloth_upper_alien`, `cloth_upper_coat_scientist`, `cloth_upper_cop_vest_helmet`                                                                                                                                                                                                       |
| **Undershirt** (`accs`) | `none`, `cloth_upper_shirt_tee`, `cloth_upper_shirt_cotton_lite`, `cloth_upper_jacket_puffy`, `cloth_upper_cotton`, `cloth_upper_jacket_suit`, `cloth_upper_bikini_top`, `cloth_upper_cop_vest`, `cloth_upper_ballistic_armour`, `cloth_scuba`, `cloth_cop_belt`, `cloth_gas_mask`, `cloth_tool_belt`                                                                                                                                                                                                                                                                                                      |
| **Top** (`jbib`)        | `none`, `cloth_upper_sweater`, `cloth_upper_jacket_cotton`, `cloth_upper_shirt_tee`, `cloth_upper_shirt_cotton_lite`, `cloth_upper_jacket_puffy`, `cloth_upper_jacket_leather`, `cloth_upper_cotton`, `cloth_upper_jacket_suit`, `cloth_upper_shirt_cotton_heavy`, `cloth_upper_spacesuit`, `cloth_upper_waterproof`, `cloth_upper_bikini_top`, `cloth_upper_swat`, `cloth_upper_shirt_leather`, `cloth_upper_ballistic_armour`, `cloth_upper_bare`, `cloth_upper_alien`, `cloth_upper_leather`, `cloth_upper_fireman`, `cloth_upper_kifflom`, `cloth_upper_coat_scientist`, `cloth_upper_cop_vest_helmet` |

### Lower-body and equipment components

| Drawable type      | Available values                                                                                                                                                                                                                                                                                                                                                                                                         |
| ------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Legs** (`lowr`)  | `none`, `cloth_lower_cotton`, `cloth_lower_shorts`, `cloth_lower_pants_denim`, `cloth_lower_pants_suit`, `cloth_lower_skirt_short`, `cloth_lower_pants_tight`, `cloth_lower_leather`, `cloth_lower_pants_leather`, `cloth_lower_extreme`, `cloth_lower_waterproof`, `cloth_lower_swat`, `cloth_lower_skirt_long`, `cloth_lower_bare`, `cloth_lower_ballistic_armour`, `cloth_lower_fireman`, `cloth_lower_fireman_lower` |
| **Mask** (`berd`)  | `none`, `cloth_scuba`                                                                                                                                                                                                                                                                                                                                                                                                    |
| **Bag** (`hand`)   | `none`, `cloth_rappel_parachute`, `cloth_heavy_bag`                                                                                                                                                                                                                                                                                                                                                                      |
| **Armor** (`task`) | `none`, `cloth_ballistic`, `cloth_backpack`                                                                                                                                                                                                                                                                                                                                                                              |

{% hint style="info" %}
`cloth_gas_mask` belongs to **Undershirt** (`accs`), not Mask (`berd`). The name describes the profile; the dropdown placement follows the component that uses it.
{% endhint %}

### Shoes

**Shoes** (`feet`) provide these values:

* `none`
* `shoe_trainers`
* `shoe_heavy_boots`
* `shoe_rubber_boots`
* `shoe_rubber`
* `shoe_flip_flops`
* `shoe_dress_shoes`
* `shoe_heels`
* `shoe_high_heels`
* `shoe_barefoot`
* `shoe_scuba_flippers`
* `SHOE_HighHeel_trainers`
* `shoe_normal_heels`
* `shoe_cowboy_boots`
* `footsteps_generic`
* `shoe_clown_shoes`
* `shoe_golf_shoes`
* `shoe_silent`

Keep the capitalization of `SHOE_HighHeel_trainers` exactly as shown when working with the identifier outside the dropdown.

### Components with no named profile

The following component types currently expose only `none`:

* **Head** (`head`)
* **Hair** (`hair`)
* **Accessories** (`teef`)
* **Decal** (`decl`)

## Choosing the right profile

Start with the identifier that most closely matches the material or purpose of the item, then compare it in-game. Treat the name as a useful category, not a precise acoustic description. For example, the different heel, leather and fireman profiles should be compared by ear instead of assuming how loud, heavy or sharp each one will be.

Use a repeatable test:

* keep the model, texture and outfit unchanged;
* change only the audio preset;
* compare walk, run, sprint and landing;
* test shoes on several dry and wet surfaces;
* test upper-body changes with a quiet lower-body and equipment setup;
* on FiveM, compare what the local player hears with what another player hears;
* reconnect or respawn once to confirm that the profile refreshes correctly.

## Common mistakes

* Expecting **None** or `shoe_silent` to mute every ped sound.
* Setting the FiveM upper-body profile on Body (`uppr`) instead of Top (`jbib`).
* Looking for `cloth_gas_mask` under Mask instead of Undershirt.
* Expecting a preset called “Heavy Gear.” That is not a current DCT dropdown value; use the exact available ballistic, backpack or clothing profile that matches the component.
* Expecting the selected name to add custom audio files to the resource.
* Testing a noisy full outfit and assuming every audible layer comes from the selected drawable.

## Summary

Choose the preset on the component that owns the audio layer, start with Top when troubleshooting upper-body audio on FiveM, and treat **None** as a fallback rather than a mute. Build the resource and compare the result in-game with a simple control outfit.
