menu
 
버전
2017.1.9.6501

2024.1.3.8749

2023.1.11.8682

2022.1.18.8567

2021.1.14.8108

2019.2.15.7667

2019.1.11.7296

2018.1.11.6987

2017.2.10.6745

2017.1.9.6501

2016.2.6.6153

2015.1.9.5624


menu_open

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.


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요