Audio Modding: Redmod
Summary
Last documented update: June 06 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).
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. You may use nested folders with \\
(see last entry in example).
Example
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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