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EDGEwave

EDGEwave

Preview

Edgemodders

|
2 installs
| (0) | Free
The sound studio for Cyberpunk 2077 modding: edit, mix and re-voice the game's sounds and put them into your mod. Builds on REDcode.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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EDGEwave: edit, mix and re-voice Cyberpunk 2077's sounds, and put them into your mod, inside the editor.

EDGEwave

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EDGEwave is a sound studio for Cyberpunk 2077 modding, inside VS Code. Open one of the game's sounds, edit it, mix it with other sounds and effects, and put the result into your mod. It can also make new sounds and voice lines through ElevenLabs, with your own key.

EDGEwave builds on REDcode for Cyberpunk 2077, which finds and plays the game's sounds and owns the mod project. Installing EDGEwave installs REDcode with it.

Preview. Everything here is tested by hand, in the game where it applies. New features land in small updates. Please report problems on GitHub.

What you need

  • Windows, and Cyberpunk 2077 (Steam, GOG or Epic).
  • REDcode 0.10.0 or later, set up with its REDbridge (REDcode offers to download it).
  • VS Code 1.90 or later.
  • For the voice tools only: an ElevenLabs account and API key. Each use spends your ElevenLabs credits.

Getting started

  1. In REDcode, open or create a mod project.
  2. Find a sound: REDcode's Browse Game Sounds, play one, and click Open in EDGEwave. Or right-click a .wav or .ogg file > Open Sound in EDGEwave….
  3. EDGEwave saves a .edgewave document next to the sound in your project and opens it in its editor. The document holds your edits, not audio, so the game's sound is never changed on disk.
  4. Edit and mix. Render WAV writes the mix as a WAV file.
  5. Into the Game… puts the mix into the project, then Pack (REDcode's) builds the mod.

The EDGEwave icon in the activity bar lists your sound documents: the project's, and the ones you opened lately.

The editor

Part What it does
Clip The selected track's waveform. Select, zoom, play and loop. Trim, Cut, Copy, Paste, Silence, Fade in and out (three curves), Apply gain, Normalize, Mono or Stereo. Every edit is listed and can be removed; Ctrl+Z undoes
Mix Several sounds on one timeline. Add Sound adds a game sound effect, a game file by its path, or a sound file. Drag a clip sideways to move it in time, a lane up or down to reorder. A checkbox per lane puts the track in the mix or leaves it out; right-click a lane for Only This Track and All Tracks
Track Level, Pan, Rate (pitch and speed together) and Start, for the selected track
Effects Per track and on the master: EQ, Low-pass, High-pass, Band-pass, Reverb, Distortion, Compressor. Presets: Radio, Holocall, PA speaker, Muffled through a wall
Render A 16-bit WAV at the rate you pick, reverb tails included

Drag the bar between the Track bar and the Clip bar to give the lanes more room.

Into the game

Into the Game… asks what the mix should replace. It lists every game sound effect on a track, the tracks in the mix first:

Route What it does Beside other mods
Override sound <hash> Replaces that one sound (one variation of its event), through REDcode's Import No: the last mod loaded wins
Replace the event, every variation, with REDmod A REDmod custom sound: the game plays your mix for that audio event Yes
Silence the event, every variation, with REDmod The game plays silence for that event Yes
A REDmod custom sound for an event… For an event you name Yes

What goes in is the mix of the checked tracks; what it replaces is the row you pick. So a generated sound can replace a game sound left out of the mix. For the REDmod routes, turn on REDcode's redcode.pack.redmod setting, and start the game with REDcode's Run Game so REDmod deploys.

Voice lines (.wem) cannot go into the game as voice lines yet: making a .wem needs Wwise. A REDmod custom sound can still play a mix for an event.

Voice tools (ElevenLabs)

Button What it makes
Generate Sound… A sound effect from a description, with a length, Loop, and how closely to follow the prompt. Takes are kept in the dialog until you add one
Speak Line… A line spoken in one of your ElevenLabs voices, or in the selected game line's voice
Re-Voice… The selected line's words, timing and delivery in another voice: describe the change (such as female, calm) or pick one of your voices

Set your key with EDGEwave: Set ElevenLabs API Key. It is kept in VS Code's secret storage. Using a game line's voice makes an instant voice clone in your ElevenLabs account; EDGEwave asks once before the first clone, reuses it for that line, and EDGEwave: ElevenLabs Voices Made by EDGEwave… lists the clones for deletion. A game line's voice belongs to a real voice actor: use clones only for your own mods, and follow ElevenLabs' terms.

Translate is planned.

Settings

Setting Default What it does
edgewave.elevenlabs.sampleRate 48000 The rate the voice tools ask for. If your plan refuses it, EDGEwave uses 24000 from then on
edgewave.elevenlabs.speechModel ElevenLabs' default The model Speak Line starts with
edgewave.elevenlabs.voiceChangerModel eleven_multilingual_sts_v2 The model Re-Voice starts with
edgewave.elevenlabs.baseUrl https://api.elevenlabs.io ElevenLabs' server, for data residency

License

MIT. EDGEwave contains no game files and nothing extracted from the game: it reads your own install through REDcode.

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