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Hello

We have a situation in our project that requires dialogue files to be played back in-game with zero latency.

However, we are dealing with localisation by essentially "swaping out" the .wem files when running in another language.

It seems that by using zero latency streaming, a portion of the default (english) audio file is stored in the soundbank, and the rest of the stream is played back from the localised file.

Is there a way we can use Prepared Events to achieve zero latency playback of the .wem files? Or some other clever method to get around this?

Cheers
General Discussion Simon G. (1.0k 포인트) 로 부터

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