These are all the strings I could find that tie the game's scripting to the Wwise audio engine, using a combination of Luffy's hashlist, gamefile parsing, the game's tweak_data and educated guessing. These strings are:
- Soundbank names, either existing as of U240.7 or removed from the game.
- Event IDs, along with the soundbank that needs to be loaded for them to play. You can find this info in
wwise-banks-with-names.txt
, which was generated with the Wwiser tool. These are what you should play when using PlaySound,post_event
, etc. - Switches, referred to as variables in
wwise-banks-with-names.txt
.- Switch Values (referred to as values in
wwise-banks-with-names.txt
).
- Switch Values (referred to as values in
- Real-Time Parameter Controls
- Buses
All in all, this list accounts for 99.5% of all Wwise IDs in the game as of update 240.7. Some events in particular soundbanks (notably regular_sfx.bnk
and matrix.bnk
), along with many switches, RTPCs and audio buses are still missing strings; if you happen to find any, leave them in the comment section of this resource so they can be added to the list. If you want to play event IDs in-game without using their corresponding string, you'll have to collide its hash with another (see this tool).
These are not name strings for stream files!! Stream files (which are just .wem files renamed) are hashed based on their Wwise project GUID and their name is never shipped (except, possibly, in release-era streams). You can, however, use Wwiser's TXTP generator to find what .stream files are played on any particular event ID (video tutorial below). Stream files cannot be played directly in-game.
For methods to interact with Wwise, see the SoundSource and SoundDevice classes in Payday 2's lua.
To load soundbanks at will, use BeardLib 5.0.4 or higher (currently available version on ModworkShop is 5.0.3; 5.0.4 is available on its GitHub repo) with load="true"
.