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Localization of Ambient Sound?

Hi there, I have language-specific sound effects attatched to some of my actors. Is it possible to localize these sounds?

Essentially we'll be distributing the game in China as-well and I'd love to have the game automatically detect the user's system local and update these ambient sounds on BeginPlay.

Not sure if this is possible from the localization Dashboard? Or would I have to make the user select English/Chinese from the menu?

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asked Nov 02 '16 at 04:41 AM in Blueprint Scripting

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You can use asset localisation to handle this.

Just create an asset of the same type with the same name as your source asset, but in the L10N/{Culture} folder (in your case L10N/zh). eg) If your asset was /Game/Sounds/MyAmbientSound, you'd create your localised asset as /Game/L10N/zh/Sounds/MyAmbientSound.

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answered Nov 02 '16 at 12:20 PM

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Jamie Dale STAFF
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avatar image ScatManJak Nov 02 '16 at 01:49 PM

Thanks for your help! However, I do not see the L10N folder in my project's directory. I do see it in other projects though.

Is there a way to generate this within the editor? Or should I just create a new folder and name it that?

avatar image Jamie Dale STAFF Nov 02 '16 at 01:56 PM

It might be hidden by your Content Browser view settings. Make sure that "View Options" -> "Show Localized Assets" is selected.

If it's still missing after that then you can just create it, since we don't make it by default. 4.13+ also has an "Asset Localization" content menu option that lets you create a placeholder localized asset for your source asset (note that it just copies the source asset to the correct location within the L10N folder).

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