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I’ve read the manual about FMod Designer localisation and totally get how Fmod will resolve different source files = fantastic.

However, the manual says nothing about the output files (FEV+FSB).

From looking at it, it appears that the output files are identical. This is easy for the game to work with since nothing need change in the code/design of the game and different audio can be heard.

However, that only seems to work in the case where the delivered product is in ONE Language only.

Is it possible to use this tool to have sound banks in, say, English and French, on the same disk and have the code select which dialogue bank to load, keeping the others the same…?

I would hope that I can achieve something like this:

project.fev
common.fsb
music.fsb
dialogue_en.fsb
dialogue_fr.fsb

And select the correct FSB file at runtime based on the user’s language selection from a menu.

Is this possible?

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I have a similar issue. The best solution I’ve been able to come up with so far is to set the build directory to ".\x360\$CurrentLanguage" then use a post build batch file that renames the .fev and .fsb in each folder to speech_eng, speech_fr, etc, and moves them into my main FMod folder. The worst part of this is that, as far as I know there’s no way to build multiple languages at once. I haven’t looked into it yet, but I’m hoping that languages can be specified in the command line version so I can build all languages with one command.

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We use programmer sounds for voices. Mostly it’s to save memory, but it also makes it much easier to switch between fsbs for different languages.

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Thanks, audiodev – we just started doing something very similar… but we still rely on some event driven ones for the control of variations in a sound definition.

Still, that doesn’t help that the english build outputs "dialogue.fsb" and the french also outputs "dialogue.fsb" out of designer :(

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Yeah, def. We opted not to use FMOD’s localization features because of issues like that one and some stuff specific to our pipeline.

A possible workaround is to have one fdp per language. You can use templates to share settings across languages or if you rely on custom sound definitions in some cases a python script that converts En.fdp into Fr/De/etc.fdp could do the trick.

In our last game, we started with a very FMOD Designer centric voice pipeline but eventually went 100% programmer sounds with one fdp for all languages that was just event flavors and one lst per language (using fsbank to build the fsbs from the lst). In the end, that wound up being by far the most optimal solution, though your need for some customized sound def behavior does throw a spanner in the works (unless you can find a way to get the same behavior through some custom programming and a user property or somesuch).

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