Creating Custom Music - idStudio
Official idStudio guide for reference - https://idstudio.idsoftware.com/audio/audio-file-modding-by-wwise
Note: Packaging custom music in your mod is currently bugged (as of the patch from May 19, 2026) and will disable vanilla music & SFX. Wait for a future patch or follow this guide before uploading a mod with custom music.
Requirements
- Windows 10/11 Operating System for Wwise. Linux may work, but it has not been tested and may require workarounds.
- Download the latest version of idStudio on Steam - https://store.steampowered.com/app/2545650/DOOM_Eternal_idStudio/
- Download the Audiokinetic launcher for Wwise - https://www.audiokinetic.com/en/download/
- Create an audiokinetic account with a free trial. Free trial accounts do not expire and are sufficient for modding Doom Eternal's audio.
- From the Audiokinetic Launcher:
- Wwise -> INSTALL A NEW VERSION -> ALL -> Major: 2019.2 -> Version: 2019.15.7667
- Install Wwise (2019.2.15.7667) and accept default plugins (~100 MBytes)
- After Wwise is installed, select the wrench icon next to it -> Set Environment Variables... -> Yes
Using Wwise
- Open the Audiokinetic Launcher -> Wwise -> Launch Wwise (2019.2.15.7667)
- Project Launcher: Open Other... -> Navigate to:
Wwise Music Mod\ModsWwise\music_mods.wproj-> Open- In the future, you can find
ghost_modsin the Audiokinetic Launcher and select:
"Open in Wwise 2019.2.15.7667" - The project also be listed as
music_modsif you Launch Wwise (2019.2.15.7667) from the Wwise tab.
- In the future, you can find
Modding Music Flow in Wwise
Make sure you are using the "Interactive Music" layout to see everything you need (default keybind: F10)
Getting Accustomed to Wwise
On the top left panel, you will see the Project Explorer and Audio tab. This is where you will be viewing the Interactive Music Hierarchy and selecting its "children":
- Work Unit
- Default Work Unit -> music_ghost
- Music Switch Container
- music_ghost_switch ->
mod1_music, mod2_music
- music_ghost_switch ->
- Music Playlist Container
ambient, heavy, light
- Music Segment (control over individual music files)
mod1_ambient_01, mod1_ambient_02, etc
- Music Track (the actual music files themselves)
mod1_ambient_general_01, mod1_ambient_general_02, etc
- Note that the
mod1_stingerandmod2_stingerMusic Playlist Containers are present in themod1_music&mod2_musicMusic Switch Container. They are not necessary, but can be used as additional music states. In this guide, they will be ignored. You can delete the Music Segment under them if they will not be used.
On the left-center panel, you will see the Contents Editor.
- This panel can be ignored.
On the bottom-left panel, you will see the Transport Control.
- This is where you will play, pause, and stop music. The space-bar key will start/pause music. If music is currently paused in Wwise, the "square" stop button will light up. You need to select it before playing different music, otherwise space-bar will resume the current music.
On the center-top panel, you will see the Property Editor.
- Music Playlist Container - This is where music volume is controlled under the General Settings tab. It is recommended to change the volume of each Music Playlist Container so all ambient, light, & heavy music can share the same volume, but this can be done at higher or lower levels in the Interactive Music Hierarchy.
- Music Switch Container - This is where transition rules are created under the Transitions tab. Under
mod1_music&mod2_music, heavy or light outro Music Segments can be added here.
On the center-bottom panel, you will see the Association / Music Playlist / Music Segment Editors, depending on what you have selected in the Project Explorer.
- Music Switch Container - Association Editor: This is where the Music Playlist Container is mapped to the appropriate music_ghost_state.
- Music Playlist Container - Music Playlist Editor: This is where the Music Segments flow. Drag and Drop individual Music Segments from the Project Explorer to add them.
- Music Segment / Music Track - Music Segment Editor: This is where you define the length, start position, and stop position of a Music Track. The green line is the start position and the red line is the end position. These define when the previous Music Track ends and when the new one starts. Hold CTRL to move the green line without moving the start of the Music Track.
On the left-panel, you will see the Master Audio Bus.
- This will let you know how "quiet" or "loud" music is while playing.
Editing Music Flow in Wwise
For a standard music mod, you will want control over which music tracks (stems) play in what order and when they should play. This guide will show you how to add and mix the following music states:
- Ambient
- Heavy Combat
- Heavy intro -> when heavy music starts, these always play first and don't repeat
- Heavy outro -> when transitioning from heavy to ambient music
- Light Combat
- Light intro -> when light music starts, these always play first and don't repeat
- Light outro -> when transitioning from light to ambient music
- Other music states are available and can be added if desired.
Adding Stems
- First, count how many ambient, heavy, & light stems (including intros/outros) you will be adding.
- Delete all Music Tracks under the existing Music Segments. Add the appropriate number of Music Segments under each Music Playlist Container by copy/pasting one of the existing Music Segments.
- Add a stem by right-clicking a Music Segment -> select: Import Audio Files... (Shift + I) -> Add Files... -> select WAV file -> Open -> Import
- Set the appropriate start and stop positions in the Music Segment Editor.
If you plan on using "mod2_music", be sure to uncheck "Stream" under each individual Music Track in the Property Editor - General Settings tab so they won't be excluded from the music_mods.pck file. Music tracks under "mod1_music" already have this option unchecked.
Intro/Outro Stems
- Add intro stems the same way as normal.
- For outro stems, you need ONE Music Segment and ONE Music Track. If you have more than 1 outro stem (from the same Music Playlist Container) that you would like to play, then following to proceeding steps. Otherwise, just add the outro stem as normal.
- In the Music Segment Editor -> right click the gray box below the Voice Volume field -> select: Random Step
- This will add another Music Track field below the first. Add your second outro stem there. Both Music Tracks will share the same start & stop position, so be sure they are moved if needed. If you have 3 or more outro stems, add them here as well.
- If you do not want each outro to share the same start & stop positions, then you can use the
mod1_stingerormod2_stingerMusic Playlist Containers and add the outros as separate Music Segments.
Mixing Stems
Testing Custom Music
In Wwise
In File Explorer
Packaging Custom Music
Package the following in idStudio:
sound/soundbanks/pc/mods.pcksound/soundbanks/pc/music_mods.pcksound/soundbanks/pc/soundmetadata.bin- Any additional WEM files that you may have added, but are not in the
music_mods.pckfile.- Does not include the WEM files that were added when your first created your mod. Those can be deleted.
- All other relevant decl, image, model, and map files.
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