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 Wwise Launcher - Download
- Go to Wwise Launcher
->WWISEWWISE ->Launch Wwise (64-bit)->New (Project Launcher)->Provide it anamename ->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 WAVfilesfiles ->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\SFXSFX (It is recommended to bookmark this directory) - Be sure that the exported WEM files end with _3F75BDB9
ItFor isidStudio recommendedmods, SFX & VO need to repeatbe Stepconverted 2with EVERYWwise TIME you launch Wwise, in casewith the defaultPCM FactoryAuto Detect High Default Conversion SettingsSetting. areSee: automaticallyhttps://wiki.eternalmods.com/books/0-idstudio/page/how-do-i-create-idstudio-mods restored.
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.