With the new 10.0 update you can have different sounds depending on the engine, but I wanted to take this further and make it so different exhausts change the sound. And now, after almost an hour of trial and error, I figured out how! To start, go to the vehicle_exhaust.jbeam. You will see something like this: Code: "vehicle_exhaust": { "information":{ "authors":"BeamNG", "name":"Exhaust", "value":000, } "slotType" : "vehicle_exhaust", "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["vehicle_exhaust", ["vehicle_exhaust"]], ], Inbetween the "slotType" and "flexbodies" lines you have to paste this line: Code: "soundConfig": "soundConfig", So now it should look something like this: Code: "slotType" : "vehicle_exhaust", "soundConfig": "soundConfig", "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["vehicle_exhaust", ["vehicle_exhaust"]], ], Now you need to add this line after the "flexbodies" section: Code: "soundConfig": { "sampleName": "Folder Name", "mainGain": -2, "maxLoadMix": 0.8, "minLoadMix": 0, "eqLowGain": -15, "eqLowFreq": 100, //"eqLowWidth": 0.05, "eqHighGain": -5, "eqHighFreq": 6000, //"eqHighWidth": 0.1, //"eqFundamentalGain": -5, }, It doesn't matter what the values are, but something like the ones above should work nicely. Now the whole thing should look like this: Code: "vehicle_exhaust": { "information":{ "authors":"BeamNG", "name":"Exhaust", "value":000, } "slotType" : "vehicle_exhaust", "soundConfig": "soundConfig", "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["vehicle_exhaust", ["vehicle_exhaust"]], ], "soundConfig": { "sampleName": "Folder Name", "mainGain": -2, "maxLoadMix": 0.8, "minLoadMix": 0, "eqLowGain": -15, "eqLowFreq": 100, //"eqLowWidth": 0.05, "eqHighGain": -5, "eqHighFreq": 6000, //"eqHighWidth": 0.1, //"eqFundamentalGain": -5, }, You will also need to remove the same lines from the engine.jbeam file so that this works. If there are any questions or problems I will happily answer them.