> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nexdev.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Booth manager

> Build and edit booths in the in-game booth manager — place everything from where you stand, tune the audio, set access, and save without a restart.

Build and edit booths in the in-game booth manager. Run `/djbooths`.

Requires `nexdev_djsystem.creator` or `nexdev_djsystem.admin`. See [Permissions](/nexdev_djsystem/permissions).

<Info>
  Everything the manager writes is the same shape you can hand-write in `config/locations.lua`. See [Booth locations](/nexdev_djsystem/locations) for what each field means.
</Info>

## The list

Opening the manager shows every booth the server knows about — both the ones from `config/locations.lua` and the ones saved in the database. From here you can add a new booth, edit an existing one, teleport to it, or delete it.

Config booths are marked. You can edit one, but saving writes a **database copy that overrides the file entry** from then on. Delete that copy to fall back to the config entry. Config booths themselves are never deleted in-game — remove them from `config/locations.lua`.

## Identity

The booth ID and display name.

| Field | Rules                                                                                                                        |
| ----- | ---------------------------------------------------------------------------------------------------------------------------- |
| ID    | 3–48 characters, lowercase letters, digits, `_` and `-`. Unique. This is the sync key — changing it makes a different booth. |
| Name  | Up to 64 characters. Shown on the blip, in the panel and in notifications.                                                   |

## Placing things in the world

Anywhere you see **Add from my position** or a placement button, the panel hands control back to the game so you can stand where you want the thing and confirm. Four things are placed this way:

| What            | Places                                    |
| --------------- | ----------------------------------------- |
| Anchor          | The booth's interaction point.            |
| Booth prop      | The prop itself, with its heading.        |
| Sound points    | Each audible zone.                        |
| Effect emitters | Each light, laser, smoke or spark source. |

<Info>
  Walk to where you want it and confirm. You're standing in the room — trust your ears and eyes over the coordinates.
</Info>

Pick **no prop** for an MLO that already contains a DJ booth. The interaction still registers; a box zone is placed at the anchor instead.

## Audio

| Control        | Does                                                                   |
| -------------- | ---------------------------------------------------------------------- |
| Curve          | Linear, quadratic or exponential falloff.                              |
| Audible range  | Default radius for this booth's sound points.                          |
| Default volume | Where the master volume starts.                                        |
| Volume ceiling | The loudest a DJ may push this booth.                                  |
| In a vehicle   | Volume multiplier for a listener sealed inside a car.                  |
| Indoor boost   | Volume multiplier when the listener shares an interior with the booth. |

Sound points are listed underneath with their own radius each, so a big main floor and a small side bar can coexist. The loudest point a listener is inside wins.

## Access

Access mode, job and gang lists, identifier list, ACE principal, and the per-action tiers. See [Permissions](/nexdev_djsystem/permissions) for what each mode and tier means.

<Warning>
  The job, gang, identifier and ACE fields are **server-side access control** and are stripped from the booth list before it reaches any client. The manager cannot show you what an existing booth has — those fields open blank, and **anything left blank is saved blank**.

  If you're editing a job-gated booth, re-enter the job list before you save, or you'll clear it. The access mode and the per-action tiers do survive.
</Warning>

## Effects

The lighting preset for the booth, plus the individual effect emitters and their types (light, laser, smoke, spark, any).

## Blip

Whether the booth shows on the map, and its sprite, colour and scale. IDs are in the [FiveM blip reference](https://docs.fivem.net/docs/game-references/blips/).

## Saving

Saving pushes the booth to everyone immediately — no restart, no `/djreload`.

Everything is re-checked on the server against your actual permissions and re-validated against the same rules a config booth goes through. An invalid booth — a bad access mode, too many sound points, a radius over the cap — is rejected outright rather than quietly corrected, so a mistake fails loudly instead of publishing a broken venue.

## Limits

| Limit                     | Value |
| ------------------------- | ----- |
| Database booths           | 100   |
| Sound points per booth    | 12    |
| Effect emitters per booth | 24    |
| Lights per rig            | 12    |
| Lasers per rig            | 16    |
| Maximum audible radius    | 120 m |
