Audio Modding Information for people who are looking to create Music, Sound Effect, and Voice Over mods. Extracting Game Audio It is recommended to do all of your extracting in the SAME disk drive (ex: C:\) Extracting Tools EternalAudioExtractor by proteh - DownloadExports WEM & OPUS audio from SND files for Windows OS. EternalAudioExtractorLinux by PowerBall253 - DownloadExports 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. Extract the contents of EternalAudioExtractor somewhere on your machine. Launch either "Extract_All.bat" or "Extract_Single.bat" depending if you want to extract all sound files or from a single directory. Copy and paste the filepath of your DOOMEternal installation directory. ( ex: C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal ) Input the name of the .snd file you want to extract (if applicable). Input the name of the output directory. Make sure the directory is either empty or nonexistent. If you are extracting music files, press [Y] to enable automatic .ogg conversion. If necessary, press [Y] again to enable the extraction of unused sound files. If everything looks correct, press [Y] to extract its contents. Press [Y] to close the batch script open the output folder in a new window. 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 Import the OGG or OPUS files and edit them in your audio-editing tool. Make sure that your edits match the start and end length of the audio track. SFX & VO: Convert all of the audio you want to export to OPUS. ( Export Audio -> OggOpus - 64 kbps for high quality ) 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 Install ffmpeg-win-#.#.#.exe -> Follow the installation instructions Open Audacity -> Edit -> Preferences -> Libraries 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. Go to Wwise Launcher  ->  WWISE  ->  Launch Wwise (64-bit)  ->  New (Project Launcher)  ->  Provide it a name  ->  Select None (Import assets to project)  ->  OK Close (License Manager)  ->  Property Editor (SHIFT + K)  ->  Source Settings  ->  Default Conversion Settings ...  ->  Factory Conversion Settings / Vorbis / Vorbis Quality High  ->  OK  ->  OK Audio File Importer (SHIFT + I)  ->  Add Files...  ->  Select your WAV files  ->  Open  ->  Import (Replace any if needed) Project  ->  Convert All Audio Files...  ->  Check Windows (If it is not already checked)  ->  OK File Manager (SHIFT + F1)  ->  Right Click Project Folder Directory  ->  Open Containing Folder  ->  .cache\Windows\SFX  (It is recommended to bookmark this directory) 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 In your DOOMEternal\Mods folder, create a folder called named based on where the file was originally found.( ex: music_patch_1 ) 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 ) 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. Launch FusionTools.exe Wwise Editor File options (top left of the window) Open File Navigate to where you copied the PCK file that you want to edit( You may get a warning that the PCK file does not have any WEMs, just select okay and ignore it ) Show BNKs embedded in the file (3rd option on the top bar) In the new window, right click any option available -> Edit BNK (mus.pck only has 1 Embedded BNK) In the new Window, select: Export/Import HIRC section to/from an XML file (4th option on the top bar) Export HIRC (Export it somewhere safe, do not change the name of the file) 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 Find the sound IDs that appear at the end of each extracted sound file.For music, you will see 2 of them, they are the SourceID. The parent ID, or just ID, encompasses the entire track. There are 2 locations where the SourceDuration is held for each track. The duration is measured in milliseconds. Each can be changed to the desired amount, but for simplicity's sake, they should be identical. PlayAt determines when the track actually starts. For the most part, this is unnecessary,so it should be changed to 0. It is measured in milliseconds. BeginTrimOffset & EndTrimOffset determine when the track plays and when it cuts off.The negative amounts means it triggers from the end of the duration to the specified location.It is recommended to set both of those values to 0. They are measured in milliseconds. MusicMarkers are what determines when the current track starts and when the next track will start.Change their positions to the appropriate amounts. They are measured in milliseconds. ID 43573010  is when the current track startsID 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. AutomationItems cause the music to fade in or fade out.For most instances, they are unnecessary and can be removed. They are measured in seconds. Change the contents from the image above to the one below. 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". 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. The following are valid float values for Prop (from quietest to loudest): 10569646081065353216107374182410779361281080033280108213043210831790081084227584108632473610905190401093664768109471334410989076481099431936 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. 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 After changes are made to the exported XML file, save it, then go back to the last Fusion Tools window. Export/Import HIRC section to/from an XML file (4th option on the top bar) Import HIRC Go to the first Wwise Editor - Ready window -> File options Save file -> Save as the same name as the PCK file that was edited( ex: mus.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) 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 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.