Project Localisation methods

Hi,
Is there a way to link the project Locale (associated with Audio Tables) to a parameter?

For games that have lots of dialogue or many different languages the Audiot Table method is great.
However, for games that have only a few sounds needing specific localisation its an unwanted overhead to manage extra audio tables, banks and use programmer sounds to manage these few sounds.
While we can use a Global parameter to set conditions on these few sounds it seems like a miss that we cant use the projects Locale setting to drive this parameter.
This causes us to manage on our GDK two seperate methods to handle localisation.

No. Localised audio tables work by creating one bank for each locale, allowing you to load only the bank associated with your current locale. As a consequence, there is no way to get around having to manage bank loading when it comes to locales.

However, if you only have a few sounds that need to be localised, and want to avoid the extra overhead of having to control bank loading, you could potentially not use audio tables at all. As you’ve intuited, they’re most useful for games that have a large number of localised assets or which support a large number of locales; if your game only supports a small number of locales and only has a few localised assets, you may find it simpler to construct your own localisation system using (for example) nested events that play different assets depending on the value of a global labelled parameter. Such a system does consume more memory at run time than localised audio tables would, and may necessitate more work if you ever decide to add support for additional locales to your game - but if your game makes relatively little use of localised sounds, the trade-off may be worth it.

Thanks Joseph,
Yes this is the system we currently have in place. I was just hoping to reduce the overhead to our GDK from managing two different localisation methods (localised Audio Table + Custom Global Parameter).