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TheKillerey edited this page Sep 12, 2026 · 2 revisions

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).

What you can do

  • 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.

Names instead of ids

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.

Legacy map audio

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 caution about some shipped banks

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.

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