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 project - Click 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
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.
{
"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 - 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