56 ratings
Custom music - Music file conversion
By CaptSarge
There's new improved version of putting custom music into game, so I'll keep this guide as a guide to file conversion. Consider this something like part 1 of putting music in game all together.
Entry words
There's new improved version of putting custom music into game, so I'll keep this guide as a guide to file conversion, as music files still need to be in .wem file types. Consider this guide something like part 1 of putting music all together.

Here's the guide to put multiple pieces of custom music in game. Guide thanks to Naroiden.

Here's video tutorial of music conversion and streamlined way of putting multiple pieces of custom music in game without having to modify files by yourself.
And link to Custom Music Tool: Here[]
Both thanks to Calibrated Mishap.
Tools you will need
You will need
1. Installing Audiokinetic Wwise
Download it from Click the blue "Setup for Windows" button. You might need to create account on site and then write it in installation. I'm not sure with this one, but I did anyway.

Run the installer. All you need to check is "Authoring Binaries" , so you can uncheck everything else. In "Options..." you can select installation folder.

After setting everything up, install it.
2. Converting music file into Wave
Wwise is a program to convert music into .wem files which were are used as tapes in Ground Zeroes. Wwise doesn't support mp3 files, ogg or flac. Only supports ".wav" files, so if you have any piece of music in other format, you'll need to convert it.

I'll use GoldWave to covert it.

Simply run GoldWave and open your file with it.

Click "File" and "Save as..." and select to save it as "Wave (*.wav)".

You need to save it in at least 16 bit, as Wwise doesn't support 8 bit Wave files.

Simple as that.
3. Converting Wave files into .wem files
Run Wwise. If you don't have shortcut it's location is
"installation folder"\Authoring\Win32\Release\bin\Wwise.exe
"installation folder"\Authoring\x64\Release\bin\Wwise.exe

Create new project. In "Import assets to project" you may select none, it doesn't really matters.

Remember where your project is located. By default it's in "Documents\WwiseProjects".

Go to "Project" and "Project Settings...". In "Source Settings" change "Default Conversion Settings" to "Vorbis Quality High". Do it before importing audio file. Very important. You will need to change it everytime you make new project.

Now you can import. Click "Project" and "Import Audio Files". Add your .wav file and click "Import".

Go to "Project" once again and click "Convert All Audio Files" and select only Windows.

Go to your project's folder. Go to
\your project\.cache\Windows\SFX

There should be ready ".wem" file. Make sure it weighs less than your ".wav" file. For example, my default .wav file weighs 42,6MB while .wem file only 3,87MB

Now you will need to change its name to one existing in game.
Last words
All that's left is to put music in game.
Once again, use Naroiden's guide for it.

Or use Calibrated Mishap's MGSV Custom Music Tool[]
And his tutorial:

Fortunately, it was announced that custom music feature is being implemented for PC version of The Phantom Pain.
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The Messiah of the Backbreaker Feb 28, 2017 @ 3:53pm 
So this is an old guide and all, but I did everything and my files come out as an AKD file..?
[AHMF] SyFy_Serpent Jun 19, 2015 @ 12:23pm 
when i reach the final step, the tool keeps crashing....not sure what to do at this point
CaptSarge  [author] Mar 29, 2015 @ 2:48am 
Oh, that's great! Thanks for your effort. Putting multiple tracks or modifying files by someone green could really be a pain.
I added your video tutorial and tool to this guide. Once again, thanks!
Calibrated Mishap Mar 28, 2015 @ 6:29pm 
Hey, I wanted to say thanks for this guide, without it we'd have no chance at adding custom music! I also refer to your guide multiple times in the tool I made to streamline this custom music process: . Thanks again!
Wolfwood428 Jan 15, 2015 @ 12:51am 
One thing that was not made clear. IF you move the QAR tool to the MGS FILES you MUST COPY ALL OF THE FILES IN THE FOLDER!!! this is where i kept fucking up.
Rui Pedro Jan 9, 2015 @ 6:58pm 
Thanks CaptSarge, takes a little time but it's worth it.
Too bad the files have that weird encryption and we can't add new ones.

SoullessMadness, put the QAR tool in the same folder as the .g0s file, then on the command line go to that folder by cd [folder], and run the command MGSV_QAR_Tool.exe data_02.g0s -r
SoullessMadness Jan 9, 2015 @ 4:41pm 
"If you're not seeing it as readable text, that means you extracted wrong, probably without "-r" function.

Find your file. Basically CTRL+F. In my case I just search "tp_bgm_02_04".

You need to change "dataTime". There are two dataTimes - Jp and En, so just edit both."

Spychosis Jan 8, 2015 @ 10:55pm 
You replaced the best tape of them all bah! I always set it to Ride of the Valkyries. Very disappointing they removed this feature though, thanks for coming up with a clever way to force it.
valosagutas Jan 6, 2015 @ 9:21am 

Dude, you can't add a file to g0s and repack it to work with editted lua file, believe me I tried everything. I added a song file, edited inf file and repack data_02 file but the song file's name always change the id name and it's location changes to data_02/.
Dan/Pepper Jan 6, 2015 @ 8:37am 
Oh crap. well it works in theory, I added bgm from other missions, namely the snatchers theme. I wasn't aware it wouldn't add files into the g0s that didn't already exist. does it use some kind of checksum or hash or something?