General Information Information to get started. Extracting Game Audio It is recommended to do all of your extracting in the SAME disk drive (ex: C:\) Extracting Tools AtlanResourceExtractor by FlavorfulGecko5 - DownloadExports all audio types from SND files and converts them to WAV. Make sure you have at least 14 GB of storage if you plan on extracting MUSIC. 6 GB for SFX, 8 GB for VO (for all languages). Extraction Instructions Extract the contents of AtlanResourceExtractor somewhere on your machine. Open the extractor_config.txt file. Set -> input_folder = "DOOMEternal installation directory"ex: "C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal" Set -> output_folder = "desired output directory"ex: "C:\Atlan_Output" Set -> run_audio_extractor = 1 Set -> run_soundbank_extractor = 1 In the audio_extractor field, remove the // comments appending the audio types you wish to extract (under DOOM Eternal). Save the extractor_config.txt file. Run the AtlanResourceExtractor.exe file. All audio files are converted to the WAV sound format to preserve quality and reduce the number of steps to convert them to WEM with Wwise. 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 Edit the audio files in your audio-editing tool. For replacing audio without making any adjustments to a PCK file, make sure that your edits match the start and end length of the audio track. SFX, VO, & MUSIC: Convert all of the audio you want to export to WAV (32 bit for high quality). Wwise Launcher (MUSIC) - Atlan Mod Loader & 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)  ->  Project  ->  Project Settings (SHIFT + K)  ->  Source Settings -> Default Conversion Settings ...  ->  Vorbis / Vorbis Quality HighDefault Conversion Settings ...  ->  PCM / PCM Auto Detect HighOK  ->  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 the appropriate values. MUSIC  -> _3F75BDB9SFX  ->  _9D0E2A85VO  ->  _10C4C929 Be sure to remove the appending values after the ID when you add the WEM files to your mod. See also: https://wiki.eternalmods.com/books/eternal-idstudio/page/how-do-i-create-idstudio-mods Adding Audio to your Mod Create a folder in your Atlan mod called audio. Copy your converted WEM file(s) in there and make sure they have the same ID as the audio file you want to replace. Any content prior to id# is irrelevant.ex: samuelsbase_music_main_heavy_0_0_id#15098487.wem Package your mod, then run the AtlanModLoader. Audio File Extensions These are the audio file types you will be interacting with. .wav Edited SFX, VO, & MUSIC files must be converted into the WAV format before they can be converted into WEM files.WAV files SHOULD NOT be included in your mod.Example:cultist_base_music_main_heavy_0_id#156134790.wav .wem The format that SFX, VO, & MUSIC files have been converted into the WEM format.WEM files SHOULD be include in your mod.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 PCK files modified by Fusion Tools are not supported by the Atlan Mod Loader.which is a program that allows certain mods type to be injected. See Creating Audio Mods for more information. Legacy Formats .ogg Extracted MUSIC files from "music", "music_patch_1", & "music_patch_2" can be in this format.OGG files SHOULD NOT be included in your mod.Example:cultist_base_music_main_heavy_0_id#156134790.ogg .opus Extracted SFX & VO files from "sfx", "sfx_patch_1", "vo_English(US)", etc can be in this format.OPUS files SHOULD NOT be included in your mod.Example:ammo_bfg_id#373311939.opus