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Audio
Tools ▸ Open in Audio Editor opens Wwise sound banks — both .bnk (event/bank data) and .wpk (media packages) — for direct editing. Playback needs the vgmstream decoder the setup wizard downloads (Help ▸ Setup Wizard…, step 3).
- Browse events and their media, play sounds in place (music, SFX, VO).
- Replace media with your own audio. A WAV is converted to WEM with the converter set under Preferences ▸ General ▸ Audio conversion, and ReyEngine writes the container with the exact alignment the game's own banks use.
- Positional map ambience is understood: sounds placed in the map play from their world positions in the viewport, and appear as audio placements in the outliner.
Wwise events are stored as hashes. Run Tools ▸ Hashes & Names ▸ Rebuild Wwise Name Index once — it recovers event names by hashing name strings found in the game's own bins, so the editor shows Play_sfx_... instead of numbers.
When an old map is ported (see Legacy Maps), the source client's map sounds are brought into a bank current League can load, by extending the map's own banks rather than shipping a replacement. Old clients stored no sound positions, so ported ambience plays as the source map played it.
A few of Riot's own shipped banks are internally corrupt in a way that survives the game but not a rewrite (line-ending damage from their build process). ReyEngine detects those and opens them read-only rather than producing a broken file. If a bank you expected to edit is read-only, that is why.
ReyEngine by TheKillerey — Repository · Releases · Report an issue. This wiki describes v0.5.1.
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