So as I promised @sukritact , I'm gonna post a tutorial showing how to make MOD music work. First you will need Wwise v2015.1.9, most of us should use 64-bit version. Create a new project in Wwise, name the project whatever you wish. Spoiler Overview : A quick over view of what you need under "Audio" tab: To make the music volume be able to respond to options in game, we need a bus structure as: Master Audio Bus-Master Music Bus-Music Bus. For in game music, we need to create switch containers under Interactive Music Hierarchy. The main switch container I use is named "DS_Music" which indicates that's my Dark Souls Mod music. Under the switch container I have 2 Playlist Containers: DS_Ancient_Era_Music and DS_Industrial_Era_Music. Pretty straight forward they are for different era theme musics. Under each playlist container we should have at least one Music Segment, and import the piece of music under that segment. You could have more segments if you want to mix more music, beyond my knowledge but I believe it's totally possible. Under "Layouts" of menu bar, select Interactive Music. Spoiler Imported Music : Now click on your imported music: Enable "Stream" so that it can stream in game. Go down to music segment editor and drag the Exit Cue all the way down to NEARLY the end. This is for switching song in the game when it's finished playing. Nothing special under music segment properties. Spoiler Playlist Container : Click back on playlist container, you will see this: Drag your music segments into your music playlist editor. Spoiler Switch Container : Back up to switch container: In properties, select Music Bus for Output Bus. Then we need to go to Game syncs. Spoiler Overview : Again, an overview of what we need here. Don't worry about the Game_Views under States for now. They should be useful somehow but not for our purpose this time. So under Switches we need to create a Switch Group called "Game_Location" (and I believe now we need to specific because these are what the game is trying to pull) and under the switch group we create switches of "Ancient_Era", "Medieval_Era", etc. Click on your "Game_Location" switch group: Spoiler Switch Group : You need to check "Use Game Parameter" and select "Game_Location" down there. Since in the example we have 4 eras, equally distribute them onto X axis by double clicking to create nodes and dragging node to locations. Then we are done in Game Syncs and go back to Audio and click on switch container again. Spoiler Switch Container : Keep the switch container selected, go back to game syncs and drag the "Game_Location" switch group into Switch Container Association Editor. Then click on each switch and Add Path: You will then see your switch show up in the panel down and click select the playlist that plays your era theme music. Do it for all the rest of your era switches. Go back up to Music Switch Container Properties and select Transitions tab: Select the transition, switch Exit Source at to "Immediate", and you can go ahead and set some fade-out. Switch Sync To to "Entry Cue" and again go ahead and set some fade-in. Now you can try play your Switch Container and drag the RTPCs slider to see if the music switch to your respective era theme. Next you need to create some events. I will post in reply.