Audio
CA’s audio pipeline is built on Wwise and ships as several related artefacts inside Packs:
- Sound banks (
.bnk) — Wwise-format containers with the audio assets. - Sound bank databases — table-shaped indices that match bank IDs to game-side names.
- Sound events — DB-shaped tables the rest of the game references when something needs to play.
In RPFM today the only dedicated UI is a play/stop media player for individual audio files (.wav, .ogg, …).
What you can do
- Play / stop any audio file the editor recognises (the audio editor view is just two toolbar buttons).
What you can’t (yet)
- Author or repackage a
.bnkfrom raw audio inside RPFM. - Inspect a
.bnk’s internal event list, listed assets, or other internal metadata.
For new audio content, use Asset Editor.