The sound studio for Cyberpunk 2077 modding, as a VS Code extension. Part of the EDGE platform, beside REDcode.
Note
Status: A1 Edit done. Open a sound from REDcode, trim, fade, gain and render it to WAV. A2 Mix (tracks, effects and presets) and A3 Into the game (override a sound effect, or a REDmod custom sound) are built, hand tests pending.
REDcode finds and plays a game sound; Open in EDGEwave takes it into the studio. There you will edit it, layer and mix it with effects, and put the result into the mod you are making in REDcode, to add or override a game sound. Voice lines get Translate and Re-Voice, through AI services. Later, EDGEwave will index all of the game's audio from your own install and search it: sound effects, voice-over with its subtitles, music and radio, with what plays each sound and why.
| Part of EDGE | Role for EDGEwave |
|---|---|
| REDbridge | Reads the game's archives, sound banks and Opus packs, and converts audio |
| REDcode | Owns the mod project that sounds go into; finds and plays game sounds and opens them in EDGEwave |
| REDnode | Plays sounds in the running game (its Sound API is planned) |
EDGEwave's search is a clean-room implementation inspired by Cyberpunk 2077 SoundDB by Zhincore: it uses none of SoundDB's code or data, only what its public documentation describes. See the design for the rule.
| Path | Contents |
|---|---|
src/ |
The extension |
docs/ |
The documentation site |
tools/brand/ |
Makes the banner, social preview, icon and badges (.\tools\brand\render.ps1) |
npm install
npm run buildDev setup has the details.
MIT. EDGEwave never contains game files or data extracted from the game.
