Engines: V8_cross_02_engine.sfxBlend2D.json V8_cross_02_exhaust.sfxBlend2D.json ElectricMotor_05.sfxBlend2d.json I6D_3_engine.sfxBlend2D.json I6D_3_exhaust.sfxBlend2D.json I4_2_engine_cabin.sfxBlend2D.json I3_3_engine.sfxBlend2D.json -- Been around since 0.25, unused in anything I3_3_exhaust.sfxBlend2D.json -- Ditto Starter: d7_eng All I was able to find for now. I thought I'd make a reply because these are quite significant new sounds
There are also lots of new sounds for doors, hoods and trunks. I haven't managed to make a full list yet and idk where to look for all of them
It might be helpful. Code for the search "event:>*": Code: local arr = {} for _, path in pairs(FS:findFiles("/","*",-1)) do if path:sub(-3) ~= "zip" then local STR = readFile(path) or "" for str in STR:gmatch("event:>[%w%s>_]+") do while (str:sub(-1) == " ") do str = str:sub(0,-2) end if not tableContains(arr, str) then table.insert(arr, str) end end end end jsonWriteFile("allEvent.json", arr, true) Code for the search "*.sfxBlend2D.json": Code: local arr = {} for _, path in pairs(FS:findFiles("/", "*.sfxBlend2D.json",-1)) do local splittedPath = split(path, "/") local name = (splittedPath[#splittedPath]):sub(0,-17) if not tableContains(arr, name) then table.insert(arr, name) end end jsonWriteFile("all_sfxBlend2D.json", arr, true) Code for search ".ogg": Code: jsonWriteFile("allOGG.json", FS:findFiles("/","*.ogg",-1), true) Code for search ".wav": Code: jsonWriteFile("allWAV.json", FS:findFiles("/","*.wav",-1), true)
I've also been shown a list of a lot of the new door events, presumably accessed through the new vehicle editor. I don't know how to get to them but this is what I saw I also tore into the vehicle.assets.bank and that's how I found the D7 starter samples. Some of the gear lever sounds also come from a Fanatec shifter.
Updated the list, it now has most if not all of the new sounds, thanks for everyone who helped! It now has spoilers for each section because the whole thing is MASSIVE and scrolling through it would take way too much time.
Not "events" really but you can put a directory going to the sound to have one single sound file play when it is called. Not convinient but at least possible Like this: "whineLoopEvent":"event:>Vehicle>Forced_Induction>Turbo_01>turbo_spin", to "whineLoopEvent":"vehicles/man/customsounds/nex/turbo_ext"
yeah, nice one, that's what i meant. I have one question, does sound playes until sound ends or rather until event ends?
I believe it changes per action. On a horn for example, the custom sound weirdly fades out once you stop honking (which makes it quite unusable), for turbo whines it just pitches up and down, for blowoff it plays it once. However I found for "ending" samples of things (signal turn off, engine shutoff) don't really work because they keep looping forever
Updated list with a bunch of unused sounds I found in World Editor by placing a sound emiter and opening the list to select sound for it
"event:>Vehicle>Aero>windbuffet" "event:>Surfaces>roll_rigid_v2" "event:>Surfaces>roll_loose_v2" I think it's those
Locked because of licensing stuff afaik so you can't access them. Hence this thread which makes it easier to see all the ones that we know of so far
This thread is not needed anymore since the exact same thing is now in the World Editor in game + it also lets you play any sound lol
Can sounds be replaced with custom sounds ? Thinking packed in the mod's root and Art/Sounds/my_fart.ogg and call in event... ["A", ["a"],[]{"deformSound":"event:>Special>my_fart", "deformVolume":12.6}], update... Says some crap about unable to create sfx source not found