# Eternal - Audio Modding

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

# General Information

Information to get started.

# Extracting Game Audio

<p class="callout info">It is recommended to do all of your extracting in the SAME disk drive (ex: C:\\)</p>

### Extracting Tools

**AtlanResourceExtractor by FlavorfulGecko5** - [Download](https://github.com/FlavorfulGecko5/EntityAtlan/releases#release-Extractor)  
Exports all audio types from SND files and converts them to WAV.

<p class="callout danger">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).</p>

### Extraction Instructions

- Extract the contents of **AtlanResourceExtractor** somewhere on your machine.
- Open the **extractor\_config.txt** file.
- Set -&gt; **input\_folder = "DOOMEternal installation directory"** ex: `"C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal"`
- Set -&gt; **output\_folder = "desired output directory"** ex: `"C:\Atlan_Output"`
- Set -&gt; **run\_audio\_extractor = 1**
- Set -&gt; **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.

<p class="callout warning">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.</p>

### List of Resources

<table border="1" id="bkmrk-resource-name-inform" style="border-collapse: collapse; width: 100%; height: 868px;"><tbody><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;"><span style="text-decoration: underline;">**Resource Name**</span></td><td class="align-center" style="width: 50%; height: 31px;"><span style="text-decoration: underline;">**Information**</span></td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">music.snd</td><td style="width: 50%; height: 31px;">Contains WEM music files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">music\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains WEM music files for DLC2</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">music\_patch\_2.snd</td><td style="width: 50%; height: 31px;">Contains WEM music files for Horde Mode</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">sfx.snd</td><td style="width: 50%; height: 31px;">Contains OPUS sound effects files for Base Game</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">sfx\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS sound effects files for DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">sfx\_patch\_2.snd</td><td style="width: 50%; height: 31px;">Contains OPUS sound effects files for DLC2</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">sfx\_patch\_3.snd</td><td style="width: 50%; height: 31px;">Contains OPUS sound effects files for post-DLC2</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_English(US).snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_English(US)\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_French(France).snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_French(France)\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_German.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_German\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Italian.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Italian\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Japanese.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Japanese\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Polish.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Polish\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Portuguese(Brazil).snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Portuguese(Brazil)\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Russian.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Russian\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Spanish(Mexico).snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Spanish(Mexico)\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Spanish(Spain).snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for Base Game &amp; DLC1</td></tr><tr style="height: 31px;"><td class="align-center" style="width: 50%; height: 31px;">vo\_Spanish(Spain)\_patch\_1.snd</td><td style="width: 50%; height: 31px;">Contains OPUS voice over files for DLC2 and after</td></tr></tbody></table>

# Creating Audio Mods

<p class="callout info">See [Extracting Game Audio](https://wiki.eternalmods.com/books/eternal-audio-modding/page/extracting-game-audio) before proceeding.</p>

<p class="callout warning">Instructions are for Windows users.</p>

### Audio Editing

Download an audio-editing tool of your choice, such as Audacity - [Download](https://www.audacityteam.org/download/)

1. Edit the audio files in your audio-editing tool.
2. 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.
3. **SFX, VO, &amp; MUSIC:** Convert all of the audio you want to export to WAV (32 bit for high quality).

### Wwise Launcher (MUSIC) - Atlan Mod Loader &amp; idStudio

Create an audiokinetic account (use free trial) and install Audiokinetic Launcher - [Download](https://www.audiokinetic.com/download/)

<p class="callout danger">Install Wwise Version **2022.1.18.8567** for the best experience.</p>

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

MUSIC  -&gt;  **\_3F75BDB9** SFX  -&gt;  **\_9D0E2A85**  
VO  -&gt;  **\_10C4C929**

<p class="callout warning">Be sure to remove the appending values after the ID when you add the WEM files to your mod.</p>

<p class="callout info">See also: [https://wiki.eternalmods.com/books/eternal-idstudio/page/how-do-i-create-idstudio-mods](https://wiki.eternalmods.com/books/eternal-idstudio/page/how-do-i-create-idstudio-mods)</p>

### Adding Audio to your Mod

1. Create a folder in your Atlan mod called **audio**.
2. 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**
3. Package your mod, then run the **AtlanModLoader**.

# Audio File Extensions

<p class="callout info">These are the audio file types you will be interacting with.</p>

##### **.wav**

Edited SFX, VO, &amp; 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.  
<span style="text-decoration: underline;">Example:</span>  
`<strong>cultist_base_music_main_heavy_0_id#156134790.wav</strong>`

##### **.wem**

The format that SFX, VO, &amp; MUSIC files have been converted into the WEM format.  
WEM files **SHOULD** be include in your mod.  
<span style="text-decoration: underline;">Example:</span>  
`<strong>cultist_base_music_main_heavy_0_id#156134790.wem</strong>`

##### **.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.  
<span style="text-decoration: underline;">Example:</span>  
**`music.snd`**

##### **.pck**

These contain the audio resources. They **CANNOT** be directly modified by a conventional audio editor.  
However, [Fusion Tools](https://wiki.eternalmods.com/books/eternal-audio-modding/page/audio-length) can directly modify PCK files.  
<span style="text-decoration: underline;">Example:  
</span><code>&#60;strong&#62;mus&#46;pck&#60;&#47;strong&#62;</code>

<p class="callout danger">**PCK** files modified by **[Fusion ](https://www.nexusmods.com/site/mods/1812)[Tools](https://www.nexusmods.com/site/mods/1812)** are not supported by the [**Atlan Mod Loader**](https://github.com/FlavorfulGecko5/EntityAtlan/releases).  
which is a program that allows certain mods type to be injected.</p>

<p class="callout info">See [Creating Audio Mods](https://wiki.eternalmods.com/books/eternal-audio-modding/page/creating-audio-mods) for more information.</p>

#### **Legacy Formats**

##### **.ogg**

Extracted MUSIC files from "**music**", "**music\_patch\_1**", &amp; **"music\_patch\_2"** can be in this format.  
OGG files **SHOULD NOT** be included in your mod.  
<span style="text-decoration: underline;">Example:</span>  
`<strong>cultist_base_music_main_heavy_0_id#156134790.ogg</strong>`

##### **.opus**

Extracted SFX &amp; 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.  
<span style="text-decoration: underline;">Example:</span>  
`<strong>ammo_bfg_id#373311939.opus</strong>`

# Advanced Information

Advanced information that covers Fusion Tools and Wwise.

# Audio Length

<p class="callout info">See [Extracting Game Audio](https://wiki.eternalmods.com/books/eternal-audio-modding/page/extracting-game-audio) &amp; [Creating Audio Mods](https://wiki.eternalmods.com/books/eternal-audio-modding/page/creating-audio-mods) before proceeding.</p>

<p class="callout warning">This is an **Advanced Guide**, you are expected to have a decent understanding of how audio (primarily music) flows in DOOM Eternal.</p>

### 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](https://www.nexusmods.com/site/mods/1812)**

### 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 -&gt; **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

<p class="callout warning">Proceed after your sound files are converted to the appropriate [WEM format](https://wiki.eternalmods.com/books/eternal-audio-modding/page/creating-audio-mods).</p>

<p class="callout info">Save a copy of the XML file if you want to reference the unmodded piece.</p>

Open the XML file in any XML viewer. **Notepad++** works just fine - [Download](https://notepad-plus-plus.org/downloads/)

- 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.

[![image-1638748762303.png](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/scaled-1680-/image-1638748762303.png)](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/image-1638748762303.png)

[![image-1638762286636.png](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/scaled-1680-/image-1638762286636.png)](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/image-1638762286636.png)

- **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** &amp; **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.

<p class="callout info">ID **43573010**  is when the current track starts  
ID **1539036744**  is when the next track starts (the current track ends)</p>

<p class="callout warning">Keep in mind that **MusicMarkers** do not cut off the music. The **BeginTrimOffset** &amp; **EndTrimOffset** do that.</p>

- **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.

[![image-1638749697816.png](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/scaled-1680-/image-1638749697816.png)](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/image-1638749697816.png)

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

[![image-1638763871545.png](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/scaled-1680-/image-1638763871545.png)](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/image-1638763871545.png)

<p class="callout info">It might be helpful to keep **AutomationItems** and alter them based on the modded track.</p>

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

[![image-1640138456000.png](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/scaled-1680-/image-1640138456000.png)](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/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](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/scaled-1680-/image-1640138501204.png)](https://wiki.eternalmods.com/uploads/images/gallery/2021-12/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>
```

<p class="callout success">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.</p>

<p class="callout info">It is up to your best judgment to listen by ear if you want to match the length &amp; music markers accurately.</p>

### 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 -&gt; **File options**
- **Save file** -&gt; Save as the same name as the PCK file that was edited  
    ( ex: **mus.pck** )

<p class="callout danger">The [Atlan Mod Loader](https://github.com/FlavorfulGecko5/EntityAtlan/releases) does not support **PCK** files.  
The modded **PCK** file must be manually switched between the vanilla file.</p>

<p class="callout success">Alternatively, the [Eternal PCK Installer](https://drive.google.com/drive/folders/17tOqQzR4_dV7IraBJJDlZ9ESCHJos9_P) script can be used for easier .pck file replacement/restoration.</p>

### See Also

- [HIRC Objects](https://wiki.eternalmods.com/books/eternal-audio-modding/page/hirc-objects)

# HIRC Objects

<p class="callout info">See [Audio Length](https://wiki.eternalmods.com/books/eternal-audio-modding/page/audio-length) before proceeding.</p>

## HIRC (Hierarchy) Objects

These are the components to the PCK files. They are separated by **&lt;object&gt;** 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.

# DOOM 2016 Music

Music from DOOM 2016 can be played in DOOM Eternal without changing any of the music files.

# Entities

<p class="callout info">The idSoundEntity must be activated first. Then one of the idMusicEntity entities can be activated.  
</p>

<p class="callout warning">The [**setMusicState**](https://wiki.eternalmods.com/books/eternal-level-modding/page/setmusicstate) eventCall will not work, they must be triggered either by an **[idTarget\_Count](https://wiki.eternalmods.com/books/eternal-level-modding/page/idtarget-count)** entity or **[activateTarget](https://wiki.eternalmods.com/books/eternal-level-modding/page/activatetarget)** eventCall.</p>

<p class="callout warning">The <span style="text-decoration: underline;">**idMusicEntity**</span> playing before activating the DOOM 2016 idSoundEntity **<span style="text-decoration: underline;">might</span> <span style="text-decoration: underline;">overlap</span>,** even persisting between levels. Deactivate it first by switching it to <span style="text-decoration: underline;">**music\_ghost\_states/none**</span>.  
</p>

```
entity {
    entityDef sound_sound_musicentity_2016 {
    inherit = "sound/soundentity";
    class = "idSoundEntity";
    expandInheritance = false;
    poolCount = 0;
    poolGranularity = 2;
    networkReplicated = false;
    disableAIPooling = false;
    edit = {
        temporarySoundEvent = true;
        soundOcclusionBypass = true;
        startEvents = {
            num = 1;
            item[0] = "Play_music_doom_2016_04_surface_1";
        }
        stopEvents = {
            num = 1;
            item[0] = "Play_music_doom_2016_04_surface_1";
        }
    }
}
}
```

```
entity {
    entityDef sound_sound_musicentity_2016_heavy {
    inherit = "sound/musicentity";
    class = "idMusicEntity";
    expandInheritance = false;
    poolCount = 0;
    poolGranularity = 2;
    networkReplicated = false;
    disableAIPooling = false;
    edit = {
        spawnPosition = {
            x = 1;
            y = 1;
            z = 1;
        }
        initialState = "music_doom_2016_combat_state/heavy";
    }
}
}
```

```
entity {
    entityDef sound_sound_musicentity_2016_light {
    inherit = "sound/musicentity";
    class = "idMusicEntity";
    expandInheritance = false;
    poolCount = 0;
    poolGranularity = 2;
    networkReplicated = false;
    disableAIPooling = false;
    edit = {
        spawnPosition = {
            x = 1;
            y = 1;
            z = 1;
        }
        initialState = "music_doom_2016_combat_state/light";
    }
}
}
```

```
entity {
    entityDef sound_sound_musicentity_2016_ambient {
    inherit = "sound/musicentity";
    class = "idMusicEntity";
    expandInheritance = false;
    poolCount = 0;
    poolGranularity = 2;
    networkReplicated = false;
    disableAIPooling = false;
    edit = {
        spawnPosition = {
            x = 1;
            y = 1;
            z = 1;
        }
        initialState = "music_doom_2016_combat_state/map_start";
    }
}
}
```

```
entity {
    entityDef sound_sound_musicentity_2016_end {
    inherit = "sound/musicentity";
    class = "idMusicEntity";
    expandInheritance = false;
    poolCount = 0;
    poolGranularity = 2;
    networkReplicated = false;
    disableAIPooling = false;
    edit = {
        spawnPosition = {
            x = 1;
            y = 1;
            z = 1;
        }
        initialState = "music_doom_2016_combat_state/end";
    }
}
}
```

# Events

<p class="callout warning">Boss &amp; Cutscene music are not available.</p>

##### Start &amp; Stop Events

```
play_music_doom_2016_01_intro
play_music_doom_2016_02_resops
play_music_doom_2016_03_foundry
play_music_doom_2016_04_surface_1
play_music_doom_2016_05_argent
play_music_doom_2016_06_bka
play_music_doom_2016_07_surface_2
play_music_doom_2016_08_bfg
play_music_doom_2016_09_lazarus
play_music_doom_2016_10_bkb
play_music_doom_2016_11_bkc
play_music_doom_2016_12_polar_core
play_music_doom_2016_13_titan
play_music_main_menu_01
```

##### Music States

Only **map\_start**, **light**, **heavy** and **end** will work for every Start &amp; Stop Events

```
music_doom_2016_combat_state/end
music_doom_2016_combat_state/heavy
music_doom_2016_combat_state/light
music_doom_2016_combat_state/light_end
music_doom_2016_combat_state/map_start
music_doom_2016_combat_state/none
music_doom_2016_combat_state/reveal
music_doom_2016_combat_state/rune_challenge_end
music_doom_2016_combat_state/rune_challenge_start
music_doom_2016_combat_state/vulnerable
```