I am using Fmod for a game with Unreal Engine.
We have two languages and a lot of dialogue. I wanted to find a way to avoid creating one event for each dialogue audio file. I found out that in the documentation there was this possibility with Audio Tables:
I was following the tutorial and made two audio tables inside two banks. Changed the settings in Unreal, made the blueprint, the event with the Programmmer Instrumment inside Fmod Studio, etc. And it just doesnt find it. No matter how many versions of the same process I make, Unreal tells me cant find the sound file.
Is there someone else having this issue? Or using audio tables from the Fmod Studio instead of Fmod API? And using them for exactly the same purpose of the tutorial? Differencing languages through banks?
I have another plan already, though conditions, but this will make my life SO much easier.
Any tip will be great! THANK YOU!