Yupp see below.
# Engines
# played when engines are being used - depending on ship style and size
# For example - a "new" frigate would play the third sound listed, at volume 0.6
"engine_loop":{
"sounds":[
{"file":"sounds/fx/engines/engine.ogg","pitch":1,"volume":1},
{"file":"sounds/fx/engines/engine.ogg","pitch":1,"volume":1},
{"file":"sounds/fx/engines/engine.ogg","pitch":1,"volume":1},
],
"LOW_TECH":{"sounds":[0], "pitch":1, "volume":1},
"MIDLINE":{"sounds":[1], "pitch":1, "volume":1},
"HIGH_TECH":{"sounds":[2], "pitch":1, "volume":1},
"FIGHTER":{"sounds":[0,1,2], "pitch":1, "volume":0.4},
"FRIGATE":{"sounds":[0,1,2], "pitch":1, "volume":0.6},
"DESTROYER":{"sounds":[0,1,2], "pitch":1, "volume":0.7},
"CRUISER":{"sounds":[0,1,2], "pitch":1, "volume":0.8},
"CAPITAL_SHIP":{"sounds":[0,1,2], "pitch":1, "volume":1},
},
"engine_accelerate":{ # played when ship receives an "engine boost" from having zero flux
"sounds":[
{"file":"sounds/fx/engines/engine_startup.ogg","pitch":0.95,"volume":1},
],
"LOW_TECH":{"sounds":[0], "pitch":0.8, "volume":1},
"MIDLINE":{"sounds":[0], "pitch":0.9, "volume":1},
"HIGH_TECH":{"sounds":[0], "pitch":1, "volume":1},
"FIGHTER":{"sounds":[0], "pitch":1, "volume":0.4},
"FRIGATE":{"sounds":[0], "pitch":1, "volume":0.6},
"DESTROYER":{"sounds":[0], "pitch":1, "volume":0.7},
"CRUISER":{"sounds":[0], "pitch":1, "volume":0.8},
"CAPITAL_SHIP":{"sounds":[0], "pitch":1, "volume":1},
},
The soundfile does work btw, tested it with a weapon, however for some reason it does not override the engine sound... annoying -.-"
Unlike weapon sounds, the engine sounds need to be named EXACTLY like the original files.