Creating Mods with the Audio Browser
The Audio Browser lets you browse game audio files, tag sounds, and export replacements as a mod package.Browse Game Audio
Navigate to the Audio Browser tab. ZZAR will load all
.pck files from your game directory.The tree view shows:.pckfiles (e.g.,Char_Female_Player_Jp_SFX.pck).bnksoundbanks inside each PCK- Individual
.wemaudio files
Find the Sound You Want to Replace
Use the Search bar to find sounds by:
- File ID (e.g.,
123456789) - Sound name/tag
- PCK name
Replace the Audio
Double-click a
.wem file in the tree to open the replacement dialog.- Select your replacement audio file (supports
.mp3,.wav,.flac,.ogg, etc.) - ZZAR will automatically convert it to
.wavformat - If Wwise is installed, it will convert
.wav→.wem - The replacement is staged (not yet applied)
Tag Your Sounds (Optional)
Right-click any sound and select Tag Sound to add a human-readable label.Tags help you:
- Remember what each sound is
- Search for sounds later
- Share tagged databases with others
Review Your Changes
Click Show Changes to see all staged replacements.You can:
- Preview replacement audio
- Navigate to the original sound in the tree
- Remove unwanted changes
Export as Mod Package
Click Export Mod to open the mod creation dialog.Fill in:
- Mod Name: Display name (e.g., “Better Voice Acting”)
- Author: Your name or alias
- Version: Semantic version (e.g.,
1.0.0) - Description: What your mod does
- Thumbnail: Optional image (PNG, JPG, etc.)
.zzar file.The Audio Browser workflow is best for:
- Precise, targeted replacements
- Mods that require listening to original audio first
- Leveraging the official sound database for accurate tagging
Creating Mods with the Import Wizard
The Import Wizard is a fast way to create mods from pre-converted.wem files or batch-import from folders.
Choose Import Mode
Select one of the following modes:
Mode 1: Import WEM Files by ID
- Provide
.wemfiles named by their file ID (e.g.,123456789.wem) - ZZAR automatically detects which PCK each file belongs to
- Use Browse Files to select individual WEMs, or Browse Folder to import all WEMs in a directory
Mode 2: Import PCK Files
- Provide pre-modified
.pckfiles - ZZAR extracts changed
.wemfiles by comparing against original PCKs - Useful for advanced users with custom PCK workflows
Select Your Files
- Browse Files: Pick one or more
.wemor.pckfiles - Browse Folder: Recursively scan a directory for matching files
Fill in Mod Metadata
Provide:
- Mod name
- Author
- Version (defaults to
1.0.0) - Description
- Thumbnail (optional)
Mod Package Structure
A.zzar file is a ZIP archive containing:
metadata.json Format
Key Fields in replacements
wem_file: Path to the replacement.wemfile inside the archivesound_name: Human-readable label (optional)lang_id: Language ID (0 = default, 1 = English, 2 = Chinese, etc.)bnk_id: If the WEM is inside a.bnksoundbank, this is the BNK’s IDfile_type: Always"wem"
Editing Existing Mods
To update a mod you created:- Import the .zzar for editing: In the Audio Browser, click the settings menu and select Import ZZAR for Editing
- Make additional changes in the Audio Browser
- Export again with an incremented version number
- Install the new version (ZZAR auto-replaces the old one)
Sharing Your Mod
Once you’ve created a.zzar file, you can share it:
- Upload to GameBanana, Nexus Mods, or other mod sites
- Share directly with friends
- Post in ZZAR community channels
Always include a clear description and list of affected audio in your mod’s documentation.
Best Practices
Troubleshooting
”Wwise is not installed” when exporting
You need Wwise to convert.wav → .wem. See Setup & Configuration for installation instructions.
”Game audio directory not set” in Import Wizard
Configure your game path in Settings > Game Directory first.Mod installs but doesn’t work in-game
Check:- File IDs match the original game files
.wemfiles are valid (not corrupted during conversion)- The correct PCK name is used in
metadata.json