Video summary

Cyberpunk 2077: ADD CUSTOM SONGS/ REPLACE GAME MUSIC! Have your own tunes played around Night City!

Main summary

Key takeaways

Technology

Summary

The video is a tutorial explaining how to mod Cyberpunk 2077 to replace existing in-game music with custom songs (typically MP3 downloaded from sources like YouTube or SoundCloud-style platforms). The goal is for the new tracks to play across multiple world contexts, such as:

  • Radios in cars
  • Walking radio scenarios
  • Potentially clubs/shops for extra immersion

Key distinction vs. another approach

  • The creator emphasizes this is not the “radio extension” style mod.
  • Radio extension mods usually add extra stations, but they typically do not replace original audio files, so songs appear only in specific radio contexts (e.g., car radio / walking radio).
  • This guide instead replaces the actual game audio files, so the new tracks can feel like part of the original world content (including places like clubs and music heard while walking).

Tutorial / Workflow Overview

1) Prepare audio (editing + conversion)

  • Use three programs total.
  • For editing, the creator uses Audacity (though they note any editor may work).
  • Steps:
    1. Start with your chosen song(s) as MP3 downloaded from your source.
    2. Load the track(s) into Audacity.
    3. Export/convert to WAV.

2) Convert audio format for game-ready assets (Wwise)

  • Open Wwise Launcher, specifically the 2019 version (not 2024).
  • Steps:
    1. Create a new project.
    2. Configure:
      • Project Settings → Source Settings → conversion settings
      • Under Vorbis, set Vorbis quality to “high”
    3. Import the converted WAV audio(s):
      • Project → Import Audio Files → Add Files
    4. In the Actor-Mixer hierarchy:
      • Select the imported audio
      • Run Convert to encode

3) Match replacement timing constraints (song duration alignment)

To replace a song cleanly, you must choose a replacement that matches the original track’s approximate time frame.

  • If the replacement is longer than the original: it may add silence at the end.
  • If the replacement is shorter than the original: it may cut off early.

The creator references a chart mapping songs to times and radio station placement.

  • Note: The referenced chart may not include newer DLC content such as Phantom Liberty (no updated version was used).

4) Replace the correct asset using the Wwise hash

After converting in Wwise, locate the project files here:

  • Documents → (Wwise projects) → [ProjectName] → cache → Windows → SFX

Steps:

  1. Find the hash associated with the original song you want to replace.
  2. Rename your converted .wem file to the same hash, so the game loads it as the replaced asset.

5) Pack the modified project (WovenKit)

  • Open WovenKit.
  • Create a new project (often named the same as the Wwise project).
  • Point WovenKit to the Wwise project folder, specifically the cache Windows SFX structure.

Steps in WovenKit:

  1. Paste/search the hash to load the correct structure.
  2. Add the renamed .wem file into the SoundBanks area via drag-and-drop.
  3. Important: Replace only the audio entries—keep the folder structure and the CP mod file in place.
  4. Use Menu → Pack Project to build the mod.

After installation, you should hear the custom songs:

  • On radios in cars
  • Possibly in clubs
  • In shops/ambient locations while walking around the world

Main Speakers / Sources

  • Main source: The video creator/instructor (no specific name given in the subtitles).
  • Tools / software mentioned:
    • Audacity
    • Wwise Launcher (2019)
    • WovenKit
  • Reference content: A community-made chart listing songs, radio stations, and timing (author not identified).

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