# How to Use Locale Audio

**URL:** <https://qa.fmod.com/t/how-to-use-locale-audio/22749>\
**Category:** Unreal Engine\
**Created:** [March 31, 2025, 4:00am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749 "2025-03-31T04:00:01Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![woong\_thg](https://avatars.discourse-cdn.com/v4/letter/w/d6d6ee/32.png) [@woong\_thg](https://qa.fmod.com/u/woong_thg)\
**Post date:** [March 31, 2025, 4:00am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749/1 "2025-03-31T04:00:01Z")

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![2025-03-31 12 49 24](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/4b99e7f22bdb0f91c0d9960adbd4188f747d8f2b.png)  
 ![2025-03-31 12 50 41](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/a8f7c0ec723a81dfe1a1fca5e603cd10a033887f.png)  
 ![2025-03-31 12 51 31](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/96bbc98f44c4020b78d476a259ad3348664de26d.png)

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.

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**Author:** ![woong\_thg](https://avatars.discourse-cdn.com/v4/letter/w/d6d6ee/32.png) [@woong\_thg](https://qa.fmod.com/u/woong_thg)\
**Post date:** [March 31, 2025, 5:03am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749/2 "2025-03-31T05:03:02Z")

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![dragdropnotwork](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/a3431bea32289873ed412e500de9258836c0e834.gif)

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

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [March 31, 2025, 5:55am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749/3 "2025-03-31T05:55:46Z")

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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](https://fmod.com/docs/2.02/unreal/user-guide.html#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!

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**Author:** ![woong\_thg](https://avatars.discourse-cdn.com/v4/letter/w/d6d6ee/32.png) [@woong\_thg](https://qa.fmod.com/u/woong_thg)\
**Post date:** [April 1, 2025, 1:15am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749/4 "2025-04-01T01:15:58Z")

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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.

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**Author:** ![woong\_thg](https://avatars.discourse-cdn.com/v4/letter/w/d6d6ee/32.png) [@woong\_thg](https://qa.fmod.com/u/woong_thg)\
**Post date:** [April 1, 2025, 1:48am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749/5 "2025-04-01T01:48:52Z")

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![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5c3c6db1e8c96f55b4a0511529a22da686dfaeda.png)  
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](https://www.youtube.com/watch?v=x8lGbcZv18E)  
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.

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 3, 2025, 5:10am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749/6 "2025-04-03T05:10:22Z")

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Thank you for the inforamtion

> [@woong\_thg](#):
>
> 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?

That is a placeholder audio file:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f1e7ae778656e64d465fcf3fb8bffd19b4676098.png)  
So it will not be heard when played in FMOD Engine.

> [@woong\_thg](#):
>
> 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.

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

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/450e989b7ede4a8778f8250b9e4ff6d2bc8d8256.png)  
I am using the Dialogue event:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/c/c948bb908641bb2ccdb0e7a242321e184b38f1e6.png)  
I have built the banks into my UE project:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/60959b38db48971a564f3e7df62a249cc84974cf.png)

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

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/a14aa3418db599300adf8b9361ffaa295f326b12.png)  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/3afbeb5c1dc5b1e229c8636e1ff08bad619fb0e9.png)  
This will play any of the 3 goodbye audio files depending on which dialogue banks is loaded.

Hope this helps!

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<div class="post-metadata">

**Author:** ![woong\_thg](https://avatars.discourse-cdn.com/v4/letter/w/d6d6ee/32.png) [@woong\_thg](https://qa.fmod.com/u/woong_thg)\
**Post date:** [May 19, 2025, 1:25am UTC](https://qa.fmod.com/t/how-to-use-locale-audio/22749/7 "2025-05-19T01:25:59Z")

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Thank you so much, thank you so much. I love you, legendary fmod team.
