Convert WAV to BNK
Create a Wwise SoundBank from WAV with project-specific events and platform settings.
Convert WAV files online
We don’t have a dedicated online converter for WAV to BNK yet, but you can convert WAV files online to these and more formats:
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How to convert wav to bnk file
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A game or interactive video project built with Audiokinetic Wwise may require a .bnk SoundBank instead of a loose WAV file. Creating one requires the project’s Wwise settings, events, and target platform; renaming .wav to .bnk does not work.
What the WAV format is
WAV is an audio container commonly used for uncompressed PCM, although it can also contain other codecs. Recording applications, digital audio workstations, video editors, screen recorders, production hardware, and tools such as FFmpeg use WAV for editing and interchange because PCM preserves the source samples without lossy compression.
Applications including Audacity, Adobe Audition, DaVinci Resolve, and Wwise can import WAV files. WAV is suitable as a source format, but its large uncompressed files are not normally distributed directly inside a game or interactive-media runtime.
What the BNK format is
In video and interactive-media workflows, BNK usually means a Wwise SoundBank generated by Audiokinetic Wwise. It is a project-specific package containing bank metadata, event information, and, depending on the project’s settings, encoded audio media. It is not a general-purpose audio file that media players can open.
A SoundBank lets an application call named events such as Play_Explosion instead of referencing individual source files. Wwise can convert source audio to a platform-specific codec, organize multiple sounds, apply streaming or memory settings, and generate the bank required by the application. The bank commonly accompanies one or more .wem media files; media may instead be embedded when the project is configured that way.
How to create a BNK from WAV
- Install Audiokinetic Wwise through the Wwise Launcher and open the project supplied by the game, application, or production team. Use the Wwise version and platform configuration expected by that project.
- Import the WAV through Project Explorer → Actor-Mixer Hierarchy or the Audio File Importer. Create a Sound SFX or another appropriate audio object.
- Set the object’s conversion settings for the target platform. Configure the required codec, sample rate, channel layout, looping, streaming, and compression options. These values are application-specific and must match the consuming project.
- Create or open an event under Events, add a
Playaction for the imported sound, and test the event with Wwise’s Soundcaster or profiling tools. - Open the SoundBank layout or manager, create the required bank name, and add the event to it. Add any required initialization bank, auxiliary bus, or other project-defined dependencies.
- Select the target platform and language, then run Generate Selected SoundBanks. Wwise writes the
.bnkfile and, when media is external, the associated.wemfiles to its configured output directory.
FFmpeg or Audacity can prepare the WAV before import by resampling or changing its channel count, but neither program creates a valid Wwise SoundBank. For example, ffmpeg -i input.wav -ar 48000 -ac 2 prepared.wav creates a 48 kHz stereo file; use the sample rate and channel layout specified by the target project instead of copying these values blindly.
Online converters and desktop alternatives
No reputable general-purpose online converter can reliably create a usable Wwise BNK from a WAV, because the result depends on the project’s events, bank names, Wwise version, platform, language, and media-packaging rules. Services such as CloudConvert or Convertio can convert WAV to ordinary formats, but they do not replace Wwise SoundBank generation.
Use Wwise Authoring for Wwise banks. A game-specific modding utility, SDK, or build pipeline is appropriate only when the target application uses a different BNK structure or requires its own packaging process. Generic media converters such as Freemake Video Converter cannot generate these project-specific banks.
Quality and compatibility limits
A BNK generated for one project is not interchangeable with a bank from another project. The consuming application may require a particular Wwise version, platform identifier, bank name, event name, language directory, media location, initialization bank, and packaging mode.
Wwise conversion settings can apply lossy compression, resampling, channel reduction, or other processing, so retain the original WAV for later editing and regeneration. A generated BNK is not a practical way to recover the original WAV. If the project uses external media, deliver the generated .wem files with the .bnk file and preserve Wwise’s output directory structure.
Information about file extensions and file types is provided by File-Extensions.org