Audio Modding: Redmod

Summary

Last documented update: July 18 2025 by Lizzie Kieser

REDmod allows you to add new and override existing audio events. Note that any events added or overridden will use a different Wwise event, removing any special parameters and Wwise logic attached (e.g. overriding a gun sound event will result in it no longer receiving time-dilation effects processing).

This will not override .wem files; it will instead override audio events, which are what use .wem files. That way, you can override events that layer or randomize between multiple sounds without manually altering each sound.

Audio Modding - WolvenKit Integration

The REDmod sound import tool can be used in a WolvenKit project.

  • Add the .wav sound files you wish to import to your /customSounds folder in your mod project

  • Click Tools > Sound Modding Tool

  • In the Sound Modding Tool, choose which event to mod from the list of game sound events

  • Adjust the parameters in the bottom right

  • Click Save

Audio Modding - Manually

Place raw .wav audio files inside <Cyberpunk 2077>/mods/<name>/customSounds. Include a info.json file with your mod (<Cyberpunk 2077>/mods/<name>/info.json) where you sepcify how to use your custom sounds. You may use nested folders with \\ (see last entry in example).

Example

{
  "name": "newmodtest",
  "version": "1.0.0",
  "customSounds": [
    {
      "name": "amb_bl_eq_medical_electronics_small",
      "type": "mod_skip"
    },
    {
      "name": "w_gun_revol_power_overture_fire_suppressor",
      "type": "mod_skip"
    },
    {
      "name": "w_gun_npc_dian_reload",
      "type": "mod_sfx_2d",
      "file": "are_you_sure_about_that.wav",
      "gain": 1.0,
      "pitch": 0.1
    }
    {
      "name": "my_new_sound",
      "type": "mod_sfx_room",
      "file": "mysounds\\new_sound.wav",
      "gain": 0.4,
      "pitch": 0.05
    },
  ]
}

Parameters

  • name - String The game audio event to override.

  • type - String The sound type. Options are:

    • mod_skip: Do not play this sound event

    • mod_sfx_2d: Will be played without any positions / attenuation

    • mod_sfx_city: Has a longer attenuation that is suitable for city sounds

    • mod_sfx_low_occlusion: Has a long attenuation that isn't occluded much e.g. a VO or quest sound that you don't want to be muffled

    • mod_sfx_occlusion: Medium attenuation with normal occlusion

    • mod_sfx_radio: Needs to be tuned to a broadcast channel (e.g. radio)

    • mod_sfx_room: Has a shorter attenuation suitable for something that can be heard across a room

    • mod_sfx_street: Has a medium attenuation, good for something to be heard down a street

    • mod_sfx_ui: For menu and UI sound replacement

  • file - String The .wav file to use (inside /customSounds)

  • gain - Float How loud the sound is; ranges from 0 to 1.

  • pitch - Float The amount of pitch variance applied to the sound; ranges from 0 to 1.

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