Audio Modding with FMOD Studio
Last updated: April 3, 2026
Introduction
This guide is not a replacement for the official FMOD Studio manual. If you’re completely new to FMOD Studio or audio middleware in general, we recommend starting with the official documentation on FMOD’s website before diving in here.
The purpose of this guide is to give you an up-to-date, Bannerlord-specific reference that helps you work efficiently with FMOD. It focuses on workflows, best practices, and performance considerations that are unique to Mount & Blade II: Bannerlord.
With direct FMOD Studio support, modders now have access to nearly all of the tools used internally by the game’s audio team. That means you can:
- Add and configure events
- Create instruments and layers
- Apply automations and modulations
- Build and manage soundbanks
- Add or re-route busses
- Create and tune snapshots
- Define or modify parameters
- Insert DSP effects
- Implement or modify controller vibrations
Mount & Blade II: Bannerlord is a performance-critical title. Every change you make in FMOD Studio is reflected in real time inside the game, and a poorly optimized setup can hurt both audio quality and overall performance. Because of this, treat optimization as part of your workflow — not something to deal with at the end.
A dedicated section of this guide covers performance optimization guidelines. We strongly encourage you to read it before finalizing any FMOD modifications. Following those practices will help you avoid common pitfalls like excessive voice counts, unnecessary DSP load, or inefficient streaming setups.
Getting Started
Before anything shows up in-game, your mod needs to be wired up so that Bannerlord knows where to find your sound data. This involves two steps: registering the required data files in your .mbproj file, and generating those files using the FMOD Studio script provided.
1. Register Sound Files in Your .mbproj
Add the following lines to your mod’s .mbproj file, inside the base scope:
<file id="soln_sound_files" name="ModuleData/soundfiles.xml" type="sound_files" />
<file id="soln_sound_event_data" name="ModuleData/sound_event_data.gen.xml" type="sound_event_data" />
<file id="soln_sound_parameter_data" name="ModuleData/sound_params.gen.xml" type="sound_parameter_data" />The name field specifies the XML file path relative to your mod’s directory. The id and type fields must be kept exactly as shown.
2. Generate the Data Files
All three XML files — along with the associated sound banks — are generated by the SEDFGen.js script included with the project. To run it, use the scripting interface inside FMOD Studio: go to Scripts > Taleworlds.
The script outputs:
- XML data files to
ExampleSoundMod/ModuleData/ - Sound bank files to
ExampleSoundMod/Sounds/
An example directory structure with all required files is provided for reference.
Important: Do Not Include main.bank
In soundfiles.xml, main.bank is intentionally left out. Do not add your own main.bank. Including it can cause issues such as:
- Volume sliders not working correctly
- Sounds not being routed to buses as expected
You can add your own VCAs and buses, as long as you do not modify any of the existing buses and VCAs provided by the base game.
Overriding Existing Sound Events
To override a sound event that already exists in the game, your event must match the original exactly — including the full event path, not just the event name.
For example, to override event:/mission/combat/sword_hit, your event must use that exact path.
Mod Load Order
If multiple sound mods are active at the same time and any of them define events with identical paths, the mod loaded last takes priority. Keep this in mind when publishing your mod or when testing alongside other audio mods.
Guide Structure
This guide is split into the following pages:
- Event Setup — Parameters, effects presets, snapshots, and user properties
- Scene Audio — Placing sounds in scenes, reverb zones, animation and particle audio, quadraphonic ambients
- Audio Systems & Optimization — Voice system, physics materials, priority system, battle ambient sound system, and performance guidelines
