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We’re trying to create localization using distinct banks and audiotables. The Unity example works fine but we have one issue with it, you have to specify the “key” when you call PlayDialogue.

What we’re trying to achieve is to let the FMOD event decide what key should be played, either for single sound or multi-sound (randomized if possible). This way we don’t have to worry about keys, programmers only care about the event, and the audio designer working on FMOD can set as many audio files and variations as he wants.

This Unreal tutorial says it’s possible to set the “Programmer Sound Name” the same as the key, that would work fine, but that doesn’t seem to work with the Unity Example. I tried setting the subsoundindex to -1 (as the documentation suggests) with no luck as well.

The documentation also mentions somewhere that events with multi-sound components should work with programmer sounds as well. This is very desirable, but I can’t seem to make it work either.

Any ideas?

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Hello Alexandre,

If you are looking at getting the programmer sound to play a key based on the name of the programmer sound module in the FMOD Studio project.

You are able to do this using the Unity PlayDialogue example by changing the getSoundInfo(key, out dialogueSoundInfo) to getSoundInfo(parameter.name, out dialogueSoundInfo) at line 74.

This because the UE4 integration is using the “name” return from FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES when no key is passed into it. This same method should work for multi-sounds with programmer sounds in its playlist.

You can get the programmer sound module’s name from FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES.

https://www.fmod.org/docs/content/generated/FMOD_STUDIO_PROGRAMMER_SOUND_PROPERTIES.html

I hope this helps.

Thanks,
Richard

  • Alexandre Melotti

    I can’t believe I haven’t tried this before, working as intended now! Thanks a lot!

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