Audio Modding: Redmod
Redmod allows you to add new and edit existing audio events.
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
.wavsound files you wish to import to your/customSoundsfolder 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

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 -
StringThe game audio event to override.type -
StringThe 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 -
StringThe.wavfile to use (inside/customSounds)gain -
FloatHow loud the sound is; ranges from 0 to 1.pitch -
FloatThe amount of pitch variance applied to the sound; ranges from 0 to 1.
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