> For the complete documentation index, see [llms.txt](https://gtfo-modding.gitbook.io/wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://gtfo-modding.gitbook.io/wiki/guides/adding-custom-audio/using-soundbanks-in-gtfo.md).

# Using SoundBanks in GTFO

**Step 1:** Add BepInExPack\_GTFO, MTFO (if you don't have them already) as a dependency to your profile/mod.

<figure><img src="/files/fI8Ms2gHs1O16O6GDKMD" alt=""><figcaption></figcaption></figure>

**Step 2:** In your profile, add the **.bnk** and **.txt** file to the path:

```
(Profile)/
└──BepInEx/
    └──Assets/
        └──SoundBank/
           └──(your soundbanks)
```

(Create the "Assets" and "SoundBank" folder if they don't exist)

**Step 3:** Use the sound event ID inside the **.txt** file to put into MTFO datablocks to use your sound ingame. Make sure to use the **sound event ID** (highlighted below) which is located on the upper half of the file, not the **audio ID** which is located on the lower half of the file.

<figure><img src="/files/L83rftXSZsk2CA8NaNKv" alt=""><figcaption></figcaption></figure>

This sound event ID can be used in in-game events, as well as:

GameData\_EnemySFXDataBlock\_bin

GameData\_ChainedPuzzleDataBlock\_bin

GameData\_MeleeSFXDataBlock\_bin

There's also a DataBlock for weapon sound effects, but ¯\\\_(ツ)\_/¯

Mr Bro out
