Audio Modding
Audio Modding - WolvenKit Integration
The REDmod animation import tool can be used as a Plugin in WolvenKit.
Add the
.wavsound files you wish to import to your /customSounds folder in your mod projectClick View > Sound Modding tool
In the Sound Modding tool, choose which to mod from the list of game sound events
Adjust the parameters
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
.wavfile to use (inside/customSounds)gain and pitch
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