I’m trying to use the Localized Audio Table system and wonders:
Is it possible to adjust the volume of induvidual voices in the same event (in the programmer instrument) or if this has to be done in the sample itself?
The programmer instrument box size seems to have to be big enough to cover the length of all languages for the given event. Is this correct? And can it give issues like maybe the lenght of a short spoken language returning timed length as the longest spoken language?
I’ve now tested a bit and I get no sound in Unreal. I’ve set game to not load all banks, and then load the voice_en.bank via blueprint. (I had to make this uasset myself since the system did not auto create it… No error on loading.) And no errors on playing. I play it via some custom code I’ve ripped from an earlier project. The event seems to be found and my code also report it as being 2 seconds long, which does not match with any of my samples… Nor does playing the event in unreal editor work. Any suggestions on what I’m missing? (It works fine in fmod studio 2.00.10 unreal 4.24.3)