# 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. 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 &amp; VO:** Convert all of the audio you want to export to OPUS.   
    ( Export Audio -&gt; 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 &amp; VO ) - Eternal Mod Injector

You need the FFmpeg extension for Audacity to import/export OPUS audio files - [Download](https://lame.buanzo.org/#lamewindl)

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

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

<p class="callout info">Sometimes, Audacity will automatically find avformat-55.dll</p>

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

### Wwise Launcher ( MUSIC ) - Eternal Mod Injector &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; **Property Editor** (SHIFT + K) -&gt; **Source Settings** -&gt; Default Conversion Settings ... -&gt; Factory Conversion Settings / Vorbis / **Vorbis Quality High** -&gt; **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 **\_3F75BDB9**

<p class="callout warning">Exported **WEM** files for idStudio SFX end with **\_9D0E2A85**</p>

<p class="callout info">For idStudio mods, SFX &amp; VO need to be converted with Wwise with the **PCM Auto Detect High** Default Conversion Setting. See: [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>

### 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.