Voice acting localization

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zengusan
Posts: 3
Joined: Wed Apr 04, 2018 6:33 am

Voice acting localization

Post by zengusan »

I can see that localizing the Dialog Text is pretty straight forward. But what is the best way to localize the voice file? I am now using Audio(xxx) to play the voice when the subtitle is displayed. Thanks!
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Tony Li
Posts: 21678
Joined: Thu Jul 18, 2013 1:27 pm

Re: Voice acting localization

Post by Tony Li »

Hi,

You can add localized versions of the Sequence field, such as Sequence es for Spanish, Sequence fr for French, etc. And then enter a localized sequence such as Audio(XXX_fr). I can explain how to do that if anyone wants to know.

However, I think the best way is to use entrytags. There's a subsection on localized entrytags.

Let's say you're currently playing the default version of an audio clip named "hello" using Audio(hello).

Instead, leave the dialogue entry's Sequence field blank, and add Audio(entrytaglocal) to the Dialogue Manager's Default Sequence. Then rename "hello" to match the dialogue entry's entrytag. The entrytag is a special value based on the conversation, actor, and dialogue entry ID. It supports different formats that you can choose according to your preference. To set the format, use the Dialogue Manager's Camera Settings > Entrytag Format dropdown. By default, it's Actor_ConversationID_EntryID such as Player_TestConv_42. To get all of the entrytags, export a voiceover script. This will list the entrytag for each dialogue entry.

Finally, name the localized versions using the same localization codes you're using elsewhere, such as Player_TestConv_42_es for Spanish, Player_TestConv_42_fr for French, etc.

You might find it handy to put them in separate folders, such as:

Assets/_Game/Audio/Voices/_Default/Resources/Player_TestConv_42.wav
Assets/_Game/Audio/Voices/es/Resources/Player_TestConv_42_es.wav
Assets/_Game/Audio/Voices/fr/Resources/Player_TestConv_42_fr.wav
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