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Adding a (localized) Sound Voice to Wwise
Warning
Make sure your layout is set to Interactive Music
by checking the Layouts
menu at the top of the window.
In the Project Explorer
in the top left corner, select the Audio
tab.
Important
Make sure your audio files are named the same in both English and Japanese.
Under the Actor-Mixer Hierarchy
folder, right click the Default Work Unit
and select Import Audio Files...
then click on Add Files...
in the new window and select all of your English voice clips. Finally, click Import
.
New Voice Sound
items should've appeared with the same name as your audio clips.
Now, repeat the import procedure but with your Japanese voice clips. Change the Import type to Localize languages
instead of Create new objects
.
Confirm everything went as you desired by clicking your Voice Sound
item and verify that a voice clip is displayed in both languages in the Contents Editor
panel right under.
Important
While this step is optional, this is how most Sound Voices in the game are flagged. Stream means that your voice lines might have a micro delay before playing but are loaded on demand. If you do skip this step, think carefully about whether or not the clip will be played very frequently and if it needs to be played as fast as possible.
Voice clips from a Unit or Emblem the player might not use at all time but are loaded permanently are a waste of memory that could be used for better things.
Sound effects that are used very frequently is an acceptable case where not streaming them is better.
Select your Sound Voice in the Audio
tab and look at the Sound Property Editor
in the top-center area of Wwise.
Toggle the checkbox next to Stream
to enable it. Default values are fine.
Tip
If for some reason your voice clip does not have one or the other language, it is possible to click on the checkbox left of the language name to disable it for that specific clip. Failure to do so will result in errors at Export time.
See Markers