# Audio modding in FMOD Studio

**URL:** https://qa.fmod.com/t/audio-modding-in-fmod-studio/21533
**Category:** FMOD Studio
**Tags:** javascript
**Created:** [April 23, 2024, 7:22pm UTC](https://qa.fmod.com/t/audio-modding-in-fmod-studio/21533 "2024-04-23T19:22:01Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Maximum](https://avatars.discourse-cdn.com/v4/letter/m/258eb7/32.png) [@Maximum](https://qa.fmod.com/u/Maximum)
#### Post date: [April 23, 2024, 7:22pm UTC](https://qa.fmod.com/t/audio-modding-in-fmod-studio/21533/1 "2024-04-23T19:22:01Z")

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I know that FMOD Studio can use js scripts so I have one question.

I am involved in game modding, which, of course, requires connecting an additional bank file for new sounds. I have no problem with this, but here’s the problem: for the additional bank to work, I need an fspro project with the names and guids of the events, as in the original .bank files. If it is still possible to open a string.bank using the FMOD API, then could you help me with a js script so that it would create events with the same names and paths as in the original?

Technically, there is no copyright infringement or malicious use of the sound designer’s audio content, because specifically in my new project events should be empty.

If what I’ve described isn’t doable, is there a better, easier way to mod audio for games without infringing copyright?

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### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [April 24, 2024, 4:47am UTC](https://qa.fmod.com/t/audio-modding-in-fmod-studio/21533/2 "2024-04-24T04:47:46Z")

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Unfortunately, what you want falls outside of support. I would recommend getting in touch with the community of the game you want to mod, especially if there’s an active modding scene, for advice on how to do what you require.
