I have no idea whether or not wav is still supported. I have never used it with VS before. & again, why would you want to use wav? it's a massive inconvenience to the people downloading your game, due to the size of the audio files, which is the same reason that webp is recommended over png as the image format
I propose a test. I want you to take one of your wav files & convert it mp3 320, & ogg (quality 100) & then I want you to add all 3 versions into the playlist of your media player of choice & set playback mode to random, & then I want you to close your eyes & press the spacebar button & see if you can tell the difference between the 3 different files without knowing which is playing. I also want to know what the file size is of all 3.
I told that I use wav during the creating process. Opening the Vis editor left and Audition (or sth. like this) right to mix I only need to switch, because the source files are with layers and effect machines and filters. They must be uncompressed.
After generating the soundmix the final sound will be converted to ogg, but it's the very last point, because I don't need ogg - only for the final game.
If you open a compressed ogg file (or mp3 which is worse), the mixing tool generates a uncompressed file with new ingenious elements in the RAM, interpreting the missing gaps. Doing this again and again the sound will be worse. It's the same like opening a jpg to make a tif again and again...
So Vis has to support wav-files to do it like this.