A3 Into the game
Status: built 2026-10-16, hand test pending. Into the Game… puts the mix into the open REDcode project, in a layout the game loads, for REDcode to pack. REDcode’s Pack carries the REDmod route’s sounds since REDcode #8 (on REDcode main in 0f8ebe3, 2026-10-16; ships in REDcode 0.10.0).
The routes
| Route | For | What EDGEwave writes | Beside other mods |
|---|---|---|---|
| Override this variation | One sound effect, by its hash | A 48 kHz, 16-bit WAV with the original’s channels, <hash>.wav beside the document. REDcode’s Import (REDbridge 0.9.0 sound.importWavs) writes the touched .opuspak and a new sfx_container.opusinfo into source/archive |
No. Every mod made this way carries the one shared sfx_container.opusinfo, so the last one loaded wins |
| Replace the event with REDmod | An audio event by name, every variation | The WAV in source/customSounds/<event>.wav, and an entry in source/resources/info.json’s customSounds, as WolvenKit’s Sound Modding tool writes them |
Yes. The event’s own Wwise logic (parameters, switches, effects such as slow-motion processing) is dropped |
| Silence the event with REDmod | An audio event by name | A mod_skip entry, no file |
Yes |
| A REDmod custom sound for an event… | Any mix, for an event named by hand | As Replace | Yes |
The routes offered depend on the first track: a sound effect gets all three; anything else gets the named REDmod route. The choice is kept in the document (game) and offered first next time. After writing, EDGEwave offers Pack (REDcode’s), and for a REDmod route says when REDcode’s redcode.pack.redmod setting is off.
The REDmod types, from the REDmodding wiki:
| Type | How the game plays it |
|---|---|
mod_sfx_2d |
Without any position or attenuation |
mod_sfx_occlusion |
Medium attenuation with normal occlusion |
mod_sfx_low_occlusion |
A long attenuation that is not occluded much, such as a voice-over or quest sound |
mod_sfx_room |
A shorter attenuation, heard across a room |
mod_sfx_street |
A medium attenuation, heard down a street |
mod_sfx_city |
A longer attenuation, for city sounds |
mod_sfx_radio |
Needs to be tuned to a broadcast channel |
mod_sfx_ui |
Menu and UI sounds. On the wiki; not in WolvenKit’s event list (unverified) |
mod_skip |
Not played (the Silence route) |
gain (0 to 1) starts at 1 and pitch (pitch variance, 0 to 1) at 0. Change them in the document’s game or the project’s info.json.
Voice lines (.wem) have no route yet. Into the Game says so and offers the named REDmod route.
Research, 2026-10-16
| Question | Found | Source |
|---|---|---|
| REDmod’s custom sound fields | customSounds entries with name, type, file, gain, pitch. REDmod’s deploy checks each WAV: RIFF, format, channels, rate, byte rate, block align, bits. Which values pass is not in the binary |
tools/redmod/bin/redMod.exe (its strings) |
| The types | mod_sfx_2d, _city, _low_occlusion, _occlusion, _radio, _room, _street are game events; mod_skip is in REDmod |
WolvenKit’s soundEvents.json, redMod.exe |
| Layout and meanings | WAVs in mods/<name>/customSounds, info.json at the mod’s root; the types’ meanings; gain and pitch 0 to 1; custom sounds override events, not .wem files, and drop the event’s Wwise logic |
REDmodding wiki: Audio Modding |
| A WolvenKit project’s layout | WAVs in source/customSounds, entries in source/resources/info.json; WolvenKit’s pack copies each listed file to packed/mods/<name>/customSounds |
WolvenKit’s Cp77Project, RED4Controller, SoundModdingViewModel |
| Overrides and other mods | “Mods made this way are incompatible with each other”; prefer REDmod or Audioware | REDmodding wiki: Replacing sound effects |
| The override’s WAV | opusenc takes 16-bit, 24-bit or float WAV at any rate and encodes at 48 kHz, keeping the channel count; an override read back from the pack correlates 0.981 with its input |
REDbridge #6 |
| Voice lines | Modders re-encode WAV to .wem with Wwise (2019.2 in one guide) and pack it at the original path. EDGEwave cannot ship Wwise; using a modder’s own install is a candidate for later (unverified) |
A Nexus Mods guide, REDmodding wiki: sound |
Unverified until the hand test: that the game plays an override, and that REDmod accepts a 48 kHz 16-bit WAV.
What is built
| Part | Where |
|---|---|
| The routes, the quick picks, writing the files, REDcode’s Import and Pack | src/intoGame.ts |
REDmod’s types and the info.json update, pure, with unit tests |
src/redmod.ts, test/ |
The document’s game (the last choice) |
src/doc.ts |
| Into the Game… in the Mix bar; the page renders the mix at the format a route asks for | src/editor.ts, webview/editor.ts |
Tests
The unit tests, the smoke test and the hand test, with its steps and every round’s results, are in Tests.