Hello, I'm currently writing my thesis about acoustic feedback for drivers. (I study Sound Design) Since I can't afford a driving simulator, my plan is to mod the car in electric hypermiling mode. Unfortunately I'm very unskilled regarding IT stuff and I was hoping to get some help here. As far as I understood it, I can't just change the samples used by the game (Either I could't find them or they where locked in a zipped file). I could however very easily change the sounds used in another Mod for the Covet. (oldcovetsounds) So I guess my question is if there is any way to adapt the covet mod to also change the sound of the EV. Or if theere is a way to change the sample in the original. Most tutorials I found use older versions of the game that seem to have worked differently. Your help is very much appreciated
Assuming this is an EV swap for the Covet, what you could do sound-wise is copy the soundConfig section from a vanilla EV (FCV for example): "soundConfigFront": { "sampleName": "ElectricMotor_02", "mainGain": -4.5, }, This snippet of code would be placed in the motor JBeam, much the same as how a soundConfig for a standard engine would be contained within that engine's JBeam. Although the audio files themselves in the "art_sound.zip" archive can't be extracted, you can still view the names of other engine/motor samples in the file explorer:
Thanks for the reply! (and sorry for my late reply, I got sick...) It's not an EV swap, I now got the old engine but with my own sound haha My problem is that I can't find a way to put my own samples. If I understood correctly, your suggestion lets me replace a Sampke with a different (vanilla) one, correct?
Yes. If you want to use mod sound samples, there needs to be a JSON "blend" file declaring which sound file plays at which RPM. For folder structure references, you can look at Automation exports, which follow the same structure in terms of mod engine sounds: