DLC and FMOD

Hi,
We are trying to reduce the size of the game for release on Nintendo Switch cartridges.
So we decided to cut out the dialogue recordings of all languages ​​except English and distribute them using free DLC.
The DLC is a separate plugin, so it can’t just add banks to the folder to the existing ones. They will be in the folder with the plugin.

Can the DLC deliver additional banks for the game? Can fmod read banks from multiple places in the project?

Yes, of course.

A full discussion of how to prepare banks for use in DLC would be too long for a single forum post, so please consult the Supporting Downloadable and User-generated Content chapter of the FMOD Studio User Manual for information on this topic.

Yes, but neither FMOD for Unreal’s default behavior of loading all banks nor the “Load Bank” blueprint function will allow you to select banks outside of the bank output directory specified in the Unreal project settings. As such, if you are unable to put your plugin folder inside that directory, you’ll have to use code to load your banks rather than the default behavior or the Load Bank blueprint function. Specifically, you’ll want to call Studio::System::loadBankFile and provide a path to the DLCbank as the filename.

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