For locales in your preference setting, you could create one for each language that your game aiming to support, for example:
The text files need to be put in the same directory where you put all your audio files, for example:
And the folder structures must be like:
You could create a single event with a programmer instrument and assign the event to the master bank, which is easier to manage when you have multiple languages that you want to support.

When you build a bank which contains a localized audio table, FMOD Studio automatically produces one version of the built bank for each locale. Each of these banks contains the audio files for the locale it represents, and has the code for that locale as an underscore-separated suffix to its file name.
Whenever you are going to switch to another gender’s voice, you could just unload current bank reference and load target bank reference corresponding to the gender selection. For example:
LocalizationAudio.txt (4.6 KB)
Let me know if the issue persists.

