# Project Localisation methods

**URL:** <https://qa.fmod.com/t/project-localisation-methods/24538>\
**Category:** FMOD Studio\
**Created:** [September 30, 2026, 11:03pm UTC](https://qa.fmod.com/t/project-localisation-methods/24538 "2026-09-30T23:03:36Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![buffalo\_clink](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/buffalo_clink/32/6712_2.png) [@buffalo\_clink](https://qa.fmod.com/u/buffalo_clink)\
**Post date:** [September 30, 2026, 11:03pm UTC](https://qa.fmod.com/t/project-localisation-methods/24538/1 "2026-09-30T23:03:36Z")

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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.
