High-quality mods typically use 48kHz/24-bit samples to avoid artifacting when the game engine shifts the pitch up or down. Getting Started
Since ETS2 uses FMOD, understanding the "Events," "Parameters" (like engine_rpm or exhaust_load ), and "Buses" within FMOD Studio is the actual science behind the mod.
If you're writing about this or starting a project, focus on these technical pillars: ETS2 Create sound mods
This is the official technical manual. It explains the project structure, how to use the SCS FMOD template, and how the game engine communicates with sound events.
Finding a formal academic "paper" on creating sound mods for Euro Truck Simulator 2 (ETS2) is tricky because most of the knowledge lives in developer documentation and community wikis rather than scientific journals. It explains the project structure, how to use
Experienced modders like Kriechbaum or Drive Safely often post technical breakdowns on the SCS Forums. These are the closest things to "peer-reviewed" papers in the modding community, detailing how to record high-fidelity engine sounds and loop them without seams. Key Concepts for Sound Modding
The "gold standard" for this is the official documentation by SCS Software regarding the implementation. This is the definitive technical resource that replaced the old .ogg overwrite method and is what every "solid" modder uses today. The Core Technical Resources These are the closest things to "peer-reviewed" papers
The mod must "listen" to variables like throttle , turbo , and brake to trigger specific audio samples.