# How to make sound localization

**URL:** https://qa.fmod.com/t/how-to-make-sound-localization/14646
**Category:** Unity
**Created:** [May 5, 2019, 12:41pm UTC](https://qa.fmod.com/t/how-to-make-sound-localization/14646 "2019-05-05T12:41:20Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![kcWong](https://avatars.discourse-cdn.com/v4/letter/k/a5b964/32.png) [@kcWong](https://qa.fmod.com/u/kcWong)
#### Post date: [May 5, 2019, 12:41pm UTC](https://qa.fmod.com/t/how-to-make-sound-localization/14646/1 "2019-05-05T12:41:20Z")

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I want my character speaks in different language by calling the same FMOD event, what should I do?

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [May 10, 2019, 4:32am UTC](https://qa.fmod.com/t/how-to-make-sound-localization/14646/2 "2019-05-10T04:32:26Z")

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We have more info on this topic coming to our API docs in the next release, but the Studio docs already have some info: [https://fmod.com/resources/documentation-studio?version=2.0&page=dialogue-and-localization.html](https://fmod.com/resources/documentation-studio?version=2.0&page=dialogue-and-localization.html)

In Unity you will need to control which of the localized banks are loaded, only the first loaded (locale) bank will be used, you will need to make sure that only the correct bank is loaded.
