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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 .bnk from raw audio inside RPFM.
  • Inspect a .bnk’s internal event list, listed assets, or other internal metadata.

For new audio content, use Asset Editor.