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Localizing Your Project

A good localized project does not just involve replacing Sound Voice objects with their translated versions. The localized version must successfully recreate the same audio experience that has been developed in the original language. Technically, this involves tweaking and syncing the different language versions' properties so that the quality of the localized project matches the original version. Depending on the release schedule for the game, localization might be ongoing during development, or it may occur after the game is complete. In Wwise you can localize at any point in the development cycle. Just as you can author on multiple platforms simultaneously in one project, you can also create several language versions in one project and optimize and edit each language version in Wwise.

In Wwise, managing the localization of your project involves the following tasks:

  • Create the languages for the project.

  • Define the reference language.

  • Import language files.

  • Audition and profile the language versions.

In Wwise, the language versions are stored as sources of the Sound Voice object and are associated with different audio files for each source. The following illustration demonstrates the relationships between the sound object, its language sources, and the language files.

The Sound Voice object contains the sources for each language, but they are only displayed in the Contents Editor.


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