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
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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