How to localize game audio

Hi!

I am having some problems to get my game lenguage located,

Right now, it works fine with text changes, I generated the Spanish(native) and English game culture, and them I traduced the text gathered by the Localization Dashboard.

Them, I managed to switch between cultures using this function: FInternationalization::Get().SetCurrentCulture(lenguage);

But them I tried to localize game audio, I thougt that it was going to work just creating localized assets and switching between cultures, but actually it isnt working, and I haven´t seen any other post/question talking about it.

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That created the L10N folder with a copy of the selected asset.

Does anyone knows how to get the localized game audio working properly?

Thanks in advance.

The asset localisation menu option creates a copy of your source asset as a placeholder. Have you actually updated the asset to have your Spanish audio? Also, are you using Dialogue Waves, or Sound Waves?

Hello Jamie, thanks for answering and sorry for my delay,

I am using Sound Waves, but I would like the correct workflow for translating a game, should I create the localized asset, and then go to asset location and reimport that asset with the one from the spanish sound file?

Also, How is the correct way to change the game lenguage? I would like to make a menu that let players change it without need to restart the game (if it is possible).

Due to project needs, I finally decided to make a fork of the project and change every sound and text that needed to be localized, but I will need localize more projects, and I would like to know how to properly do it.

Thanks!

Our recommended way to localise dialogue is to use Dialogue Wave assets, as we have some localisation tools built around this asset type that assist you in generating per-culture dialogue sheets for recording, as well as importing the recorded dialogue (named how the dialogue sheet specified) to generate all the localised assets for you.

That said, you can use Sound Waves but the process of setting up localised variants will be much more manual (you’d need to manually import your localised audio in the correct assets). You also lose some other features of Dialogue Waves, like the ability to provide a context for the speaker/listener to change what dialogue is played (for languages that are affected by gender/plurality/rank/etc).

FInternationalization::Get().SetCurrentCulture is the correct way to change the active culture, however please note that localised assets are not currently reloaded when changing the culture. If you want your localised assets to reload, you’ll need to reload your level (or restart the game) - we’re hoping to address this now that we have content hot-reloading, however I have no time frame for when that might happen.

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Hi, is there any documentation about the “localization tools built around this asset type”?

Not really, only the very brief “Localizing Audio” section on this page: Localizing Content in Unreal Engine | Unreal Engine 5.1 Documentation (those commands are available via the Localization Dashboard too, they’re the “Import Script”, “Export Script”, and “Import Dialogue” options).

The localization docs need an overhaul, but we’re waiting until the new pipeline is complete as it will change how some of these things work anyway.

@Jamie Dale - Is there an ETA for when that pipeline will be finalized with new documentation?

Guys, this link is broken: Localization | Unreal Engine Documentation
I see the message “You do not have access to view this page within the site.”
Is there way to fix it?

The doc overhaul for localization is done, but not yet live. It looks like the “not live” part has killed the old stuff too. Let me see if we can do something about that.

Some of the docs are now live again (the rest will appear when 4.22 ships). The page you want for asset localization is Asset Localization in Unreal Engine | Unreal Engine 5.1 Documentation

Wow, thanks a lot for quick response, Jamie!