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For me, it would be very helpful if the build path was remembered for each langauge. Currently I have to re-define the build path every time I select a new language (easy to forget to do!)

Also, along this line, it would be great if when selecting ‘build project’ you could pick one or all languages to be built. Currently if you make a change, you have to go back and re-build every language so that the change is made across the board.

Unless of course FMOD can already do this and I am just missing something!

Thanks,

Darren

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[quote="dmitchell":2yz316mt]For me, it would be very helpful if the build path was remembered for each langauge. Currently I have to re-define the build path every time I select a new language (easy to forget to do!)[/quote:2yz316mt]
This feature is already in our tracker, and should be implemented soon.

[quote="dmitchell":2yz316mt]Also, along this line, it would be great if when selecting ‘build project’ you could pick one or all languages to be built. Currently if you make a change, you have to go back and re-build every language so that the change is made across the board.

Unless of course FMOD can already do this and I am just missing something![/quote:2yz316mt]
We are planning a "Batch Build" feature, which would include this functionality. This is a little further off than per-language build paths.

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[quote="dmitchell":33hqxolt]For me, it would be very helpful if the build path was remembered for each langauge. Currently I have to re-define the build path every time I select a new language (easy to forget to do!)[/quote:33hqxolt]

We’ve now added a $CurrentLanguage macro which you can use in the Build directory e.g. "media\$CurrentLanguage".

We’re planning further improvements on build configurations.

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Wonderful! Thanks for the update!

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Can you clarify how this macro is set i.e. manually e.g. in Designer preferences or a config file or is it picked up from the system in some way? I assume manually somewhere.

Also can you confirm that I can use the $CurrentLanguage macro directly from the FSbankEX command line e.g. within the source option?

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I too am a bit confused. What is the difference between typing in a macro for each language vs. setting the build path for each language? It doesn’t seem to really make any difference. I was hoping that each language would ‘remember’ its own path as each platform does. What am I missing and why would I want to use the macro?

I have to localize usually 11 languages. Can a macro keep track of that so that I don’t have to type something each time I build?

thanks,

Darren

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[quote="topcat":2vgex68p]Can you clarify how this macro is set i.e. manually e.g. in Designer preferences or a config file or is it picked up from the system in some way?[/quote:2vgex68p]
The $CurrentLanguage macro is replaced with the name of the currently selected language when you build. For example, assume you have a project with two languages ("English" and "German"), and a build directory of "build/$CurrentLanguage". When you build the project with the "English" language selected, the output files will be put in the "build/English" directory. When you build with "German" selected, the output files will be put in the "build/German" directory.

[quote="topcat":2vgex68p]Also can you confirm that I can use the $CurrentLanguage macro directly from the FSbankEX command line e.g. within the source option?[/quote:2vgex68p]
Not from the FSBankEX command line, no. However, you can use it from the fmod_designercl command line.

[quote="dmitchell":2vgex68p]I have to localize usually 11 languages. Can a macro keep track of that so that I don’t have to type something each time I build?[/quote:2vgex68p]
Yes, as in the example above, you just need to set your build directory to something like "build/$CurrentLanguage", "$CurrentLanguage/build" or similar.

Note that you can also use other build macros in the build directory. The $CurrentPlatform is probably the most useful. For example, assume you were working on a project in two languages ("Spanish" and "Chinese") and three platforms (PC, PS3 and Xbox360). You could set your build directory to "$CurrentPlatform/$CurrentLanguage" to get a directory structure like the following:
[code:2vgex68p]
PC
Chinese
<build files>
Spanish
<build files>
PS3
Chinese
<build files>
Spanish
<build files>
Xbox360
Chinese
<build files>
Spanish
<build files>
[/code:2vgex68p]

Alternatively, you could set your build directory to "$CurrentLanguage/$CurrentPlatform" to get a directory structure like the following:
[code:2vgex68p]
Chinese
PC
<build files>
PS3
<build files>
Xbox360
<build files>
Spanish
PC
<build files>
PS3
<build files>
Xbox360
<build files>
[/code:2vgex68p]

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Thanks a lot for the clarification. So on the command line I would use the following switch: "fmod_designercl -L German -pc C:\builds\$CurrentLanguage\audio.fdp"?

But this does not provide a great advantage. What if I want to build all 11 languages at once (as Darren may require) or only 3 languages another time?
Can I supply a list of languages to the -L switch AND is there an "$AllLanguage" macro that I can use to build All languages at once?

Now that would be a useful feature.
Sorry if I’m just misunderstanding.

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Thank you for the clairification. That does help. It still seems like it would be far easier to just have the languages keep track of thier own build directory, just like the platform build directory.

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[quote="topcat":2lg3hgkc]So on the command line I would use the following switch: "fmod_designercl -L German -pc C:\builds\$CurrentLanguage\audio.fdp"?[/quote:2lg3hgkc]
No, you would use something like:
[code:2lg3hgkc]"fmod_designercl -L German -b C:\builds\$CurrentLanguage -pc C:\audio.fdp"[/code:2lg3hgkc]
However, if you’re already specifying the build path on the command line, you might as well just specify the language-specific path directly:
[code:2lg3hgkc]"fmod_designercl -L German -b C:\builds\German -pc C:\audio.fdp"[/code:2lg3hgkc]

[quote="topcat":2lg3hgkc]What if I want to build all 11 languages at once (as Darren may require) or only 3 languages another time?
Can I supply a list of languages to the -L switch AND is there an "$AllLanguage" macro that I can use to build All languages at once?[/quote:2lg3hgkc]
As I said in my first post to this thread:
[quote="ben":2lg3hgkc]We are planning a "Batch Build" feature, which would include this functionality. This is a little further off than per-language build paths.[/quote:2lg3hgkc]
This is a separate feature to per-language build paths. It is yet to be implemented. For now, you would need to write a script that calls fmod_designercl.exe multiple times to achieve this.

[quote="dmitchell":2lg3hgkc]It still seems like it would be far easier to just have the languages keep track of thier own build directory, just like the platform build directory.[/quote:2lg3hgkc]
Fair enough. We are planning to improve this area further, but the macro solution was the quickest one we could implement that would give you the needed functionality.

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Hi,

In our project, I build the whole project and there are a .fev and several .fsb files which including localization(voice) .fsb. And I copy and save the voice .fsb file. Then I build only the voice bank after switching the language without any changes on project. The next step, I put the voice.fsb files into different language directories.
In this way, I have only one .fev file, and several voice .fsb files in different directories. In code, I write the relative paths to match different language voice .fsb for switching languages.
And it works!!! I can hear the different language voice after switching them in game. I am exciting but a little worried.
But, I am not sure it’s the correct solution. Because I compare the .fev files which build whole project twice for different languages. And I find the .fev files are different by using beyondcompare. The .fev files include different samples’ names. And I want to know whether the samples’ names are useful when I play an event.

I need your confirm.

So, I want to know the best solution to resolve localization problem(can switch language in game). Could you tell me?

Thanks a lot.

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