Supporting Multiple Languages - Dialogue / Audio

Hey buddy! Did you get an answer for this? I found the way to do localized assets and localized audio with the localization dashboard. I was having problems with it too cause there is not much on it, but it was pretty simple actually.

Please comment or send me a message if you want me to explain a detailed pipeline. Id be glad to.

Major things you need to know:

Yes localization works with queues. However, youll need the queue to be playing a dialogue wav though, not just any regular wav file. At least thats the easiest way to do it. with a dialogue wav file you specify a context (who is talking and who is listening), and an overridable subtitle for that context. You also specify the audio file to play in there.

Then you right click over this dialogue and simply press on asset localization - create localized asset - and then select the culture for which you want it localized. It will make a copy of this asset under a L10N folder where your languages are. You just need to import these files in yout localization dashboard. Then whenever you play the root asset (the one which is not under L10N folder), the system will automatically pick the localized asset for the active culture. You can edit localized assets / dialogues to play different sounds for different cultures. - Sounds confusing but please let me know if you need more help and Ill be glad to help :slight_smile:

Another thing which no one told me you need to know, is that localized assets or dialogues dont update at runtime (ie you cant change the localization at runtime and expect sounds to be different. They will be the same). The map must be reloaded for the localized assets to update in your project.

I hope this throws some light into it, and can help anyone confused. These are the main notions that helped me manage to get it working.