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Follow up question to UE4 Audio Localization

+1 vote

In order to support audio localization, these are the changes I made based on the instructions found from my previous question here:

https://www.audiokinetic.com/qa/1837/unresolved-external-symbol-linker-error-ue4

-------------------------------------

AkAudioDevice.h:

Added - 

       void SetCurrentLanguage(const AkOSChar * in_pszLanguageName);

-------------------------------------

AkAudioDevice.cpp :

Added-

void FAkAudioDevice::SetCurrentLanguage(const AkOSChar * in_pszLanguageName)

{

       AK::StreamMgr::SetCurrentLanguage(in_pszLanguageName);

}

-------------------------------------

My Custom in game function call:

FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get();

if (AkAudioDevice)

{

       AkAudioDevice->SetCurrentLanguage(AKTEXT("German"));

       GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Wwise Language set to German"));

}

-------------------------------------

Everything compiles and runs fine.  The debug text prints out on attempted culture change, but Audio isn’t changing to the other culture for us.

Any suggestions why this wouldn't be working?  Are we missing anything?

 

Any help would be appreciated, as we're completely stumped on this.

Additionally, the different localized banks are in fact being properly generated at: “ProjectName” \Content\WwiseAudio\Windows\

asked Oct 20, 2015 in General Discussion by Marc J. (200 points)

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