This article explains how to set up localized soundbanks in Wwise and CRYENGINE. CRYENGINE loads localized soundbanks from the localization folder, for example, localization/english/audio/wwise/
. This allows having multiple languages (not only audio) completely separated from each other to swap them in runtime and also for easier distribution across different countries.
Make sure you download the CRYENGINE GameSDK Wwise Project from the Asset Database and copy it to the required location.
Wwise builds its localized soundbanks into a subfolder of the soundbank location, for example, /audio/wwise/English(US)/
.
The folder of the localized soundbanks cannot be specified in Wwise, therefore it's necessary to move the soundbanks after generation. To automate this process, the CRYENGINE SDK contains post-generation scripts that move the soundbanks to the correct folder. These scripts can be found in: /audio/wwise_project/CrytekScripts/
The scripts only work when the Wwise project is at the same location as in the SDK: /audio/wwise_project/
. Otherwise, the scripts need to be edited to match the project's location.
Currently only English and German are supported by these scripts, but you can also easily add other languages. You can open the scripts with a text editor like Notepad++, and copy the lines of an existing language and replace the language name. In the SDK Wwise project, these scripts are executed automatically after soundbank generation.
You must copy the post-generation scripts of the CRYENGINE SDK into the new Wwise project: /audio/wwise_project/CrytekScripts/, and open the Project Settings of the Wwise project.
In the SoundBanks tab, edit the Post-Generation Step section.
In the Post-Generation Step section, add this line for the Windows platform: "$(WwiseProjectPath)\CrytekScripts\language_location_pc.bat".
Similarly, you can perform the above step for all platforms in the project.
The code lines for Windows, Playstation 4 and Xbox One can be found here in the CRYENGINE SDK: /gamesdk/audio/wwise_project/CrytekScripts/post_generation_steps.txt.
Other platforms can be added easily by copying a script and adjusting its content.
Under the Project Settings, select the Logs tab, and check the Ignore checkbox for Pre or Post Soundbank Generation Step stdout message (ID 33).