How to Use Locale Audio



I referred to the manual and forum posts to create three audio folders for English, Korean, and Japanese, and loaded them into the Audio Table.

I want to play three shuffled voice clips through Unreal’s Animation Notify every time a character jumps.

However, after creating a multi-instrument and dragging the audio from the Audio Table into it, no sound is played.

Can the audio from the Audio Table only be played through a programmer instrument? then How can I play the audio from the Audio Table using Animation Notify? I’d like to know the method.

dragdropnotwork

Also, when I try to drag and drop the Audio Table sound into a programmer event, it doesn’t work.

Hi,

Thank you for the images.

When working with programmer instruments, they need a key to know which audio file to play.

I will suggest having a look at our programmer example included with the FMOD Engine: "C:\Program Files (x86)\FMOD SoundSystem\FMOD Studio API Windows\api\studio\examples\programmer_sound.cpp"

We also have an example using programmer instruments in Unreal here: Unreal Integration | User Guide - Programmer Sounds via Audio Tables

To trigger a different audio file each time, you would randomize the key that is passed to the programmer instrument.

Hope this helps!

I have gone through numerous videos and sample projects, but I still don’t fully understand FMOD’s Audio Table.

Yesterday, I got access to the entire FMOD project of the game War Thunder and analyzed it. However, this game also does not use FMOD’s Locale or Audio Table; instead, it manually creates thousands of multilingual voice events.

I have a few simple questions:

  1. When I drag an Audio Table sound (key) onto the timeline, a Programmer Instrument is created, but when I play it in FMOD, no sound is heard, and no waveform is displayed. Is this the expected behavior?

  2. Could you provide a sample project that includes an Audio Table with some voice files and a working instrument event? If not, please let me know the correct node in Blueprints that can play a key vo_jump or a Programmer Instrument.

Please help me!! I don’t want to manually create thousands of multilingual voice events.


This screenshot is from the FMOD project of the game War Thunder. I don’t think I can go this far.

ADX2 Tutorial 27 - Dialogue localization
The above is a multilingual voice tutorial for ADX2 middleware, which is widely used in Japan. It’s intuitive and easy to understand right away. However, I’m not sure how FMOD handles multilingual voice processing.

Thank you for the inforamtion

That is a placeholder audio file:


So it will not be heard when played in FMOD Engine.

I will use the example FMOD project that is included with the studio download:


I am using the Dialogue event:

I have built the banks into my UE project:

I have then created an BP actor class to trigger the event and set the programmer instrument key:



This will play any of the 3 goodbye audio files depending on which dialogue banks is loaded.

Hope this helps!