Audio Modding

Information for people who are looking to create Music, Sound Effect, and Voice Over mods.

Extracting Game Audio

Extracting Tools

EternalAudioExtractor by proteh - Download
Exports WEM & OPUS audio from SND files for Windows OS.

EternalAudioExtractorLinux by PowerBall253 - Download
Exports WEM & OPUS audio from SND files for Linux OS.

Make sure you have at least 2.00 GB of storage if you plan on extracting music.
550 MB for sound effects, 50 MB for voice overs (for each language).

Extraction Instructions

Instructions are for Windows users.

Music files must be in the OGG sound format before they can be edited.

Unused game audio (represented only by ID) cannot be referenced in-game.

List of Resources

Resource Name Information
music.snd Contains WEM music files for Base Game & DLC1
music_patch_1.snd Contains WEM music files for DLC2
music_patch_2.snd Contains WEM music files for Horde Mode
sfx.snd Contains OPUS sound effects files for Base Game
sfx_patch_1.snd Contains OPUS sound effects files for DLC1
sfx_patch_2.snd Contains OPUS sound effects files for DLC2
sfx_patch_3.snd Contains OPUS sound effects files for post-DLC2
vo_English(US).snd Contains OPUS voice over files for Base Game & DLC1
vo_English(US)_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_French(France).snd Contains OPUS voice over files for Base Game & DLC1
vo_French(France)_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_German.snd Contains OPUS voice over files for Base Game & DLC1
vo_German_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_Italian.snd Contains OPUS voice over files for Base Game & DLC1
vo_Italian_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_Japanese.snd Contains OPUS voice over files for Base Game & DLC1
vo_Japanese_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_Polish.snd Contains OPUS voice over files for Base Game & DLC1
vo_Polish_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_Portuguese(Brazil).snd Contains OPUS voice over files for Base Game & DLC1
vo_Portuguese(Brazil)_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_Russian.snd Contains OPUS voice over files for Base Game & DLC1
vo_Russian_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_Spanish(Mexico).snd Contains OPUS voice over files for Base Game & DLC1
vo_Spanish(Mexico)_patch_1.snd Contains OPUS voice over files for DLC2 and after
vo_Spanish(Spain).snd Contains OPUS voice over files for Base Game & DLC1
vo_Spanish(Spain)_patch_1.snd Contains OPUS voice over files for DLC2 and after


Creating Audio Mods

See Extracting Game Audio before proceeding.

Instructions are for Windows users.

Audio Editing

Download an audio-editing tool of your choice, such as Audacity - Download

  1. Import the OGG or OPUS files and edit them in your audio-editing tool.
  2. Make sure that your edits match the start and end length of the audio track.
  3. SFX & VO: Convert all of the audio you want to export to OPUS.
    ( Export Audio -> OggOpus - 64 kbps for high quality )
  4. MUSIC: Convert all of the audio you want to export to WAV. ( 32 bit for high quality )

FFmpeg ( SFX & VO ) - Eternal Mod Injector

You need the FFmpeg extension for Audacity to import/export OPUS audio files - Download

  1. Install ffmpeg-win-#.#.#.exe -> Follow the installation instructions
  2. Open Audacity -> Edit -> Preferences -> Libraries
  3. FFmpeg Library: Locate... -> Browse... -> Find avformat-55.dll -> OK

Be sure to export the OPUS file in either mono or stereo depending on the format of the original file.

Sometimes, Audacity will automatically find avformat-55.dll

If the exe version does not work, download the zip option and extract it into a new folder called ffmpeg-win-#.#.# (depending on the version number) and extract all its contents in there. Then attempt to locate FFmpeg.

Wwise Launcher ( MUSIC ) - Eternal Mod Injector & idStudio

Create an audiokinetic account (use free trial) and install Audiokinetic Launcher - Download

Install Wwise Version 2022.1.18.8567 for the best experience.

  1. Go to Wwise Launcher  ->  WWISE  ->  Launch Wwise (64-bit)  ->  New (Project Launcher)  ->  Provide it a name  ->  Select None (Import assets to project)  ->  OK
  2. Close (License Manager)  ->  Property Editor (SHIFT + K)  ->  Source Settings  ->  Default Conversion Settings ...  ->  Factory Conversion Settings / Vorbis / Vorbis Quality High  ->  OK  ->  OK
  3. Audio File Importer (SHIFT + I)  ->  Add Files...  ->  Select your WAV files  ->  Open  ->  Import
    (Replace any if needed)
  4. Project  ->  Convert All Audio Files...  ->  Check Windows (If it is not already checked)  ->  OK
  5. File Manager (SHIFT + F1)  ->  Right Click Project Folder Directory  ->  Open Containing Folder  ->  .cache\Windows\SFX  (It is recommended to bookmark this directory)
  6. Be sure that the exported WEM files end with _3F75BDB9

Exported WEM files for idStudio SFX end with _9D0E2A85

For idStudio mods, SFX & VO need to be converted with Wwise with the PCM Auto Detect High Default Conversion Setting. See: https://wiki.eternalmods.com/books/0-idstudio/page/how-do-i-create-idstudio-mods

Injecting Audio

  1. In your DOOMEternal\Mods folder, create a folder called named based on where the file was originally found.
    ( ex: music_patch_1 )
  2. Copy your converted WEM file(s) in there and make sure they have the same name as extracted files.
    ( ex: samuelsbase_music_main_heavy_0_0_id#15098487.wem )
  3. Run the EternalModInjector like normal.

Audio File Extensions

These are the audio file types you will be interacting with.

.ogg

Extracted music files from "music", "music_patch_1", & "music_patch_2" will be converted to this format if they are to be edited.
OGG files CANNOT be re-injected into DOOM Eternal.
Example:
cultist_base_music_main_heavy_0_id#156134790.ogg

.opus

Extracted sound effect & voice over files from "sfx", "sfx_patch_1", "vo_English(US)", etc will be in this format.
OPUS files CAN be re-injected into DOOM Eternal.
Example:
ammo_bfg_id#373311939.opus

.wav

Edited music files must be converted into the WAV format before they can be converted into WEM files.
WAV files CANNOT be re-injected into DOOM Eternal as music files, but they CAN as sound effects & voice overs.
Example:
cultist_base_music_main_heavy_0_id#156134790.wav

.wem

After the edited music files have been converted into the WEM format, they CAN be re-injected into DOOM Eternal.
Example:
cultist_base_music_main_heavy_0_id#156134790.wem

.snd

These contain the audio files. They CANNOT be directly modified by a conventional audio editor.
Instead, tools are used to extract individual audio audio files.
Example:
music.snd

.pck

These contain the audio resources. They CANNOT be directly modified by a conventional audio editor.
However, Fusion Tools can directly modify PCK files.
Example:
mus.pck

If a WEM file has been exported correctly (Vorbis Quality High), they should have "_3F75BDB9" before its WEM extension. You will need to delete the "_3F75BDB9" in the WEM file's name before you can inject it into DOOM Eternal.

PCK files modified by Fusion Tools are not supported by DEternal_loadMods,
which is a program that allows certain mods type to be injected.

See Creating Audio Mods for more information.

Audio Length (Advanced Guide)

See Extracting Game Audio & Creating Audio Mods before proceeding.

This is an Advanced Guide, you are expected to have a decent understanding of how audio (primarily music) flows in DOOM Eternal.

Backup your PCK files

Find the location of whichever PCK file you want to edit - mus, sfx, vo_english, etc.
( ex: C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal\base\sound\soundbanks\pc )

Copy them over to a safe location, this will be the file that you will edit.
You may copy an additional PCK file if you want to backup the original.

Fusion Tools

Fusion Tools is an advanced sound editor. For the case of DOOM Eternal, you will use it to export/import the BNK that allows you to edit music length and their start/stop positions.

Fusion Tools - Download

Exporting the BNK file (Into the XML Format)

Extract the contents of Fusion Tools and put FusionTools.exe somewhere safe.

Editing Sound Properties

Proceed after your sound files are in the proper, inject-able format.

Save a copy of the XML file if you want to reference the unmodded piece.

Open the XML file in any XML viewer. Notepad++ works just fine - Download

image-1638748762303.png

image-1638762286636.png

ID 43573010  is when the current track starts
ID 1539036744  is when the next track starts (the current track ends)

Keep in mind that MusicMarkers do not cut off the music. The BeginTrimOffset & EndTrimOffset do that.

image-1638749697816.png

Change the contents from the image above to the one below.

image-1638763871545.png

It might be helpful to keep AutomationItems and alter them based on the modded track.

To modify music volume, go to the MusicSequence object that contains the DirectParentID for each MusicTrack and find "Prop".

image-1640138456000.png

Change the field type to "float", from "uint32" and the value to an existing value of a different number.
The higher the value, the louder the track, and vice versa.

image-1640138501204.png

The following are valid float values for Prop (from quietest to loudest):

1056964608
1065353216
1073741824
1077936128
1080033280
1082130432
1083179008
1084227584
1086324736
1090519040
1093664768
1094713344
1098907648
1099431936

If there are no Props or it is set to 0, you can add it. Here is a sample you can copy and paste into your XML file.

                <list type="Prop" name="Properties" count="1">
                    <object type="Prop">
                        <field type="byte" name="ID" value="0" />
                        <field type="float" name="Value" value="1086324736" />
                    </object>
                </list>

Music IDs are organized by category (Ambient, Light, Heavy, etc).
They are measured alphabetically, in the same format as File Explorer if organized by name.

It is up to your best judgment to listen by ear if you want to match the length & music markers accurately.

Importing the XML file into PCK

As of current time, the Eternal Mod Injector does not support PCK files.
The modded PCK file must be manually switched between the vanilla file.

Alternatively, the Eternal PCK Installer script can be used for easier .pck file replacement/restoration.

See Also

HIRC Objects (Advanced Guide)

See Audio Length (Advanced Guide) before proceeding.

HIRC (Hierarchy) Objects

These are the components to the PCK files. They are separated by <object> in the exported XML document.

Music

Attenuation

Determines the force reduction of the overall audio. It is measured by "Curves" which can be scaled by "GraphPoints" using an "Interpolator".

MusicTrack

Actual components to each individual music track. It determines the "Duration" and "TrimOffSets" of the track.

MusicSegment

Immediately following a "MusicTrack" is its "MusicSegment". It also determines the "Duration", but it establishes "Music Markers" which actuates when the track starts and ends.

MusicSequence

Contains the list of all "MusicTracks" that will play in the sequence. It determines the the "TransitionRules" and "Destination Rules" for each Music Track.

MusicSwitchContainer

Decides when the "MusicTracks" start playing. It is structured much like a "MusicSequence".

EventAction

Directly responsible for starting and stopping the music.

Event

Immediately following an "EventAction". This is the individual event that holds the ID which will start or stop.