# Working with Localized Audio Tables

**URL:** https://qa.fmod.com/t/working-with-localized-audio-tables/17803
**Category:** Unity
**Created:** [October 15, 2021, 11:34pm UTC](https://qa.fmod.com/t/working-with-localized-audio-tables/17803 "2021-10-15T23:34:56Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![OddGentsBrody](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/oddgentsbrody/32/2748_2.png) [@OddGentsBrody](https://qa.fmod.com/u/OddGentsBrody)
#### Post date: [October 15, 2021, 11:34pm UTC](https://qa.fmod.com/t/working-with-localized-audio-tables/17803/1 "2021-10-15T23:34:56Z")

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Hey there!

I feel a little embarrassed asking this, but I’m struggling to get Localized Audio Tables working with [the provided example](https://fmod.com/resources/documentation-unity?version=2.01&page=examples-programmer-sounds.html) on how to use Programmer Instruments. And I’m not sure if there’s something I’m not understanding in the code, or if I’m setting up something incorrectly in our FMOD Studio project.

**FMOD Studio project setup**

Okay, so in my project, I have a bank called **ChoralReef** with a Localized Audio Table on it. In this Localized Audio Table, I have one key: **VO\_Hooks\_SS\_Intro** that points to a wav file. From what I understand from the documentation, because it’s listed in an Audio Table attached to the bank, this is added into the ChroalReef bank when I build it in FMOD Studio.

 ![ss_audioTable](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0fd521f75db30b56695f034d1357cb769ed31388.png)

And for testing, I’ve made a 2D Timeline Event that has a Programmer Instrument with no set name. And under **Edit → Preferences → Assets** , I put a few Project Locales in. When I build my **ChoralReef** bank, it also generates banks for each locale.

**Unity setup**

In my Unity scene, I’ve added (a slightly modified version of) the example script and a Studio Bank Loader to a GameObject. I load the **ChoralReef** bank and the **ChoralReef\_EN** (English US) bank for testing.

![ss_inspector](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/2/20100580e7a2f89cf448ccb1249d29340388ac5e.png)

So now when I enter Play Mode, those banks will load and the script will run.

**Script setup**

On the script, on Start() I tell it to `PlayDialogue("VO_Hooks_SS_Intro")` which is the key in the audio table.

```auto
void Start()
{
	// Explicitly create the delegate object and assign it to a member so it doesn't get freed
	// by the garbage collected while it's being used
	dialogueCallback = new FMOD.Studio.EVENT_CALLBACK(DialogueEventCallback);

	PlayDialogue("VO_Hooks_SS_Intro");
}

```

However in the `DialogueEventCallback`, while it _is_ firing off the `CREATE_PROGRAMMER_SOUND` event, the result I get back from `var keyResult = FMODUnity.RuntimeManager.StudioSystem.getSoundInfo(key, out dialogueSoundInfo);` is `ERR_EVENT_NOTFOUND`.

Am I using this correctly or setting something up wrong?

Thanks for any help!

---

<div class="post-metadata">

### Author: ![OddGentsBrody](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/oddgentsbrody/32/2748_2.png) [@OddGentsBrody](https://qa.fmod.com/u/OddGentsBrody)
#### Post date: [October 18, 2021, 8:50pm UTC](https://qa.fmod.com/t/working-with-localized-audio-tables/17803/2 "2021-10-18T20:50:59Z")

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To update this: I discovered through further poking that I need to build banks through **File → Build / Build All Platforms** , whereas previously I was simply going into the Banks tab and building the specific bank I added the Audio Table to. Once I built everything, **keyResult** came back OK and everything loaded properly! Whoops/Huzzah!
