HBK Wwise is a Windows editor for making Hi-Fi RUSH audio mods.
The tool assists with replacing and arranging game audio. It does not automatically split or adapt an imported song to fit music segments. You must cut, arrange, and align the audio to the appropriate BPM and cues yourself.
You need:
- Base game installed.
- overdub mod loader.
- Wwise
2019.2.15.7667.2164. - Python 3 (>=3.8).
Steam, Epic Games Store, and Xbox app installations are detected automatically in their common locations. You can select the game PAK directory manually if it is installed elsewhere.
- Download the latest
HbkWwise-<version>-Setup.exerelease. - Run the installer.
- Start HBK Wwise.
- Launch the game with
overdubinstalled. - At title screen open console (
F1), scroll up and find & copy dumped AES key. - Start HBK Wwise.
- Paste the AES key.
Use the browser on the left side of the main window to find a SoundBank and an Event.
Open an Event. HBK Wwise analyzes the Event and opens a timeline tab containing the music segments and tracks it can resolve from that Event.
If you do not know the exact Event, use search. Searching by SoundBank name, Event name, media name, or known Wwise ID is usually faster than opening everything manually.
You can use either:
- audio already found in the game index, or
- a local audio file that you import into the project.
The CLIPS area is useful for finding game audio and reusing clips. Pin clips that you expect to use repeatedly.
Drag the replacement audio onto the track you want to change.
On the timeline you can:
- move clips;
- trim clips;
- split clips;
- adjust fades;
- adjust Wwise synchronization cues;
- change segment BPM;
- mute or solo tracks;
- preview the result before building anything.
Use File -> Save project.
The project file stores your HBK Wwise editing state. It is not the mod and it does not change the game.
Save the project if you plan to come back and keep editing later.
Click Build mod PAK when the preview is how you want it.
HBK Wwise then:
- extracts the original SoundBank that needs to be changed;
- applies your timeline and media changes;
- converts replacement WAV, MP3, FLAC, or OGG audio to WEM when needed;
- writes the changed SoundBank and replacement media into a new PAK;
- leaves the original game PAKs untouched.
The resulting .pak is the mod file. Copy it into <path-to-game>\Hibiki\Content\Paks\, so overdub will load it.
| Shortcut | Action |
|---|---|
Ctrl+C |
Copy selected text, or copy the selected clip when no text is selected |
Ctrl+V |
Paste copied clip |
S |
Split selected clip |
Alt+Mouse |
Drag/move a clip |
Shift+Mouse |
Select a timeline range |
Ctrl+Mouse |
Trim a clip edge |
Ctrl+Tab |
Move between timeline tabs |
Ctrl+W |
Close the current timeline tab |
Delete |
Delete selected clip |
Space |
Toggle playback |
Right-click |
Open context menu |
R |
Return the playhead to the beginning and center the timeline view on it |
F |
Center the timeline view on the red playhead |
Preferences and caches are stored under:
%LOCALAPPDATA%\HbkWwise
Your generated index, project files, imported audio, and built mod PAKs are saved wherever you choose in the file dialogs.
dotnet build .\HbkWwise.sln
dotnet test .\HbkWwise.sln
dotnet run --project .\src\HbkWwise.GuiHBK Wwise is MIT licensed. See LICENSE.txt and THIRD-PARTY-NOTICES.txt.
If you found a bug or an issue, go to the issues, describe the problem and attach screenshot and log (from View / Log).






