Audio Modding: Redmod
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 projectClick 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
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252Fgit-blob-4f36b304a8f56f1a5c6060dffdf24ba377143a04%252FWolvenKit_soundmodding.jpg%3Falt%3Dmedia&width=768&dpr=4&quality=100&sign=e08556c8&sv=1)
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>/customSounds/info.json
) where you sepcify how to use your custom sounds.
Example
Parameters
name - the game audio event to override
type - 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 - the
.wav
file to use (inside/customSounds
)gain and pitch
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