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EDGEwave

EDGEwave is the EDGE platform’s sound studio. It is a VS Code extension that works beside REDcode: REDcode finds and plays a game sound, and one button, Open in EDGEwave, takes it into the studio. There you cut, fade and shape the sound, and save the result into the mod you are making.

It is in development and not released yet. The first part, the single-sound editor, is built and being hand-tested. Getting your edited sound into the game is a later phase, so today the result is a WAV file in your project, not a working sound mod.

Screenshot comingEDGEwave's sound editor
A game sound open in the EDGEwave editor: the waveform with a selection, the Edits list, and the Render pane, in REDcode's HUD colours.

What it’s for

Cyberpunk 2077 stores its sounds in formats that ordinary audio tools can’t open, packed inside the game’s archives. Changing a gunshot, a menu click or a line of dialogue today means extracting it with one tool, editing it in another and converting it back with a third.

EDGEwave puts those steps in one place, next to the mod project:

  • open any game sound straight from REDcode’s sound browser or audio player;
  • edit it with the basics: trim, cut, copy and paste, silence, fades, gain, normalize, mono or stereo, loop points;
  • keep the original safe: your edits are a list of steps saved in a small .edgewave file, so you can undo, change or remove any of them later;
  • render the result to a WAV file in your project.

Later phases add mixing, effects, getting the sound into the game, and a search over all of the game’s audio (see Roadmap).

Why you might want it

If you… EDGEwave gives you
Want to change how something in the game sounds The game’s own sound, opened in one click from REDcode, with no converting by hand
Are new to audio editing The common edits as buttons, with undo and redo like any VS Code file
Share your mod’s source, for example on GitHub The .edgewave file lists your edits, never the audio itself, so it holds no game data and is safe to share. EDGEwave fetches the sound again from your own game when you open it
Make voice mods A Voice line mode, with Translate and Re-Voice buttons that will reach AI voice services (planned: the buttons only say so for now)

How it fits into EDGE

Toolkit Role for EDGEwave
REDcode Required. Owns the mod project, finds and plays game sounds, and hands them to EDGEwave with Open in EDGEwave (REDcode 0.9.0 and later). EDGEwave does not run without it
REDbridge Reads the game’s archives and audio for REDcode, which passes the sounds on
REDnode Will play sounds in the running game. This waits for REDnode’s Sound API, which is planned
EDGEkit Will include EDGEwave once it is released

Status

As of 2026-10-16:

Part State
A0 Scaffold Done 2026-10-14: the extension skeleton, docs site and design
A1 Edit Built, hand test nearly finished. The owner’s hand test passed steps 1 to 10. Two fixes followed it (Cut keeps what it cut so you can paste it, and Open Sound in EDGEwave… in REDcode’s Project view); those two steps wait for a retest
Release None yet. No .vsix, not on the Marketplace or Open VSX. Version 0.0.1

What A1 can do, once its test is complete: open a sound from REDcode or a sound file (.wav, .ogg, .mp3, .flac, .opus, .wem), listen, select, zoom and loop, apply the edits listed above, and render a WAV at a sample rate you pick. It cannot yet put the sound into the game. The Translate and Re-Voice buttons only say they are planned.

If you’re comfortable building from source, Try EDGEwave shows how to run it today.

Roadmap

In plain words. Each phase ends with a test on the developer’s PC.

Phase What it adds Status
A0 Scaffold The project itself Done
A1 Edit The single-sound editor, render to WAV Built, in hand test
A2 Mix Layer several sounds on tracks; effects such as EQ, pitch, reverb and distortion; presets modders reach for (radio, holocall, PA speaker, muffled through a wall); a quick search to add game sounds Planned
A3 Into the game Replace a game sound effect, or add a new sound, so the edited sound plays in the game after REDcode packs the mod. Voice lines need research first Planned
A4 Index Build an index of all the game’s audio from your own install, and search it: events, sounds, switches and parameters Planned
A5 Voices and objects Find dialogue by its text, with subtitles and scenes; weapons, vehicles and radio stations and the sounds they use Planned
A6 EDGE Tools for AI assistants (MCP); play a sound in the running game through REDnode Planned. In-game parts wait for REDnode’s Sound API

Translate (the same line in another language) and Re-Voice (the same words in a different voice) will use third-party AI services. They are ideas for now, with no phase until they are defined.

Credits

EDGEwave’s search (A4) is inspired by Cyberpunk 2077 SoundDB by Zhincore. It is written from scratch from SoundDB’s public documentation, uses none of its code or data, and builds its index from your own game.

In this section

Page  
Try EDGEwave Run the editor today by building it from source

The EDGEwave docs, with its design and the A1 Edit page, are the developer reference. Source and issues: github.com/Edgemodders/EDGEwave.

Last reviewed 2026-10-16. Something wrong or missing? Tell us on Discord or open an issue.