This is probably a very rare question, as I don't know how many people would bother: but is it possible to localize sound files in the same way as text strings? Has anybody tried that before?
Care to elaborate a bit more on that? Do you mean Model Actor events? I didn't seem to find any, browsing through terms and whatnot to check for the user locale and switch, for example, unit voices.
No model events like the leviathan death model uses to make the sounds as it dies. Models themselves under the Models data type can be set up to use sounds at a specific time of an animation playing or trigger a model event that the actor events can then detect using a Model Event event. An example of the latter is the new folsom turret doodads which use the animation timing to adjust the sound volume.
In short the Animation: Events - Payload field of the Models data type.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I checked those fields you pointed out, and also saw the example doodad you are referring to. I'm sorry, though, I don't see how I can change the sounds associated to a model based on user locale in this way.
What I was looking for is a way to localizing sound effects (specifically unit voices/dialogs) based on the user's language. You know, in the same way as you can have locale strings (enUs.SC2Data), I was wondering if it was possible to have different sound files depending on the user's language. Starcraft of course does it, as you can have different voices according to your language (where available), and I was wondering if there was a way to do it through the editor.
My guess (what I think makes sense) is to have in the locale text files a different path for sound ids, or something like that. Though I have no clue.
I think it's not possible. I believe that to have starcraft up and running in another language, you have to install a different client (or at least restart the game). What you could do is to place the localized sounds in a specific mod, and publish your map as much times as languages you have, changing in each one the dependencies that they have
That's too bad. I hoped I could put localized sound files in a specific path, or something.
In any case, publishing different maps is not a viable options, as will make it impossible for players of different languages to play with eachother. Which is imho much worse than having one of them playing with sounds not in their native language :)
You are a genious! I completely forgot about that mod. I think I found out the solution, though I haven't tested yet, but from what I see in Aiur Chef it looks a simple question of path as I thought. Here is what I suspect:
You can put localized assets inside a folder named like languageCode.SC2Assets, inside that path everything must correspond to the path assigned in the data, and it will load the correct one.
For example: you will put your English sound in enUS.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg and your Spanish sound in esES.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg. In the data editor you can't actually browse those different paths, but it will automatically select the correct path depending on your localization settings.
Two drawbacks that I can see, are that:
All your players will have to download all the sounds in advance.
You need to have duplicate sounds in certain cases, for example for enUS and enGB it doesn't appear that one falls back to the other, but actually that you have to have duplicate files for them.
I wonder if it's possible to set a default fallback.
I will come back with more info when I test it out a bit more. Thank you a lot for the idea!
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This is probably a very rare question, as I don't know how many people would bother: but is it possible to localize sound files in the same way as text strings? Has anybody tried that before?
You can and it is done by the model events for some models.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Care to elaborate a bit more on that? Do you mean Model Actor events? I didn't seem to find any, browsing through terms and whatnot to check for the user locale and switch, for example, unit voices.
No model events like the leviathan death model uses to make the sounds as it dies. Models themselves under the Models data type can be set up to use sounds at a specific time of an animation playing or trigger a model event that the actor events can then detect using a Model Event event. An example of the latter is the new folsom turret doodads which use the animation timing to adjust the sound volume.
In short the Animation: Events - Payload field of the Models data type.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I checked those fields you pointed out, and also saw the example doodad you are referring to. I'm sorry, though, I don't see how I can change the sounds associated to a model based on user locale in this way.
Was worth a try.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
So I get we were speaking of different things, right?
Probably. Care to explain?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
What I was looking for is a way to localizing sound effects (specifically unit voices/dialogs) based on the user's language. You know, in the same way as you can have locale strings (
enUs.SC2Data
), I was wondering if it was possible to have different sound files depending on the user's language. Starcraft of course does it, as you can have different voices according to your language (where available), and I was wondering if there was a way to do it through the editor.My guess (what I think makes sense) is to have in the locale text files a different path for sound ids, or something like that. Though I have no clue.
I hope I explained myself correctly this time.
Bump?
I think it's not possible. I believe that to have starcraft up and running in another language, you have to install a different client (or at least restart the game). What you could do is to place the localized sounds in a specific mod, and publish your map as much times as languages you have, changing in each one the dependencies that they have
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@Cacho56: Go
That's too bad. I hoped I could put localized sound files in a specific path, or something.
In any case, publishing different maps is not a viable options, as will make it impossible for players of different languages to play with eachother. Which is imho much worse than having one of them playing with sounds not in their native language :)
Look at Blizzard's Aiur Chef. I remember that they added localized sounds into the mod.
I'm currently trying to check it out, but horribly slow internet is slow...
@Ahli634: Go
You are a genious! I completely forgot about that mod. I think I found out the solution, though I haven't tested yet, but from what I see in Aiur Chef it looks a simple question of path as I thought. Here is what I suspect:
You can put localized assets inside a folder named like
languageCode.SC2Assets
, inside that path everything must correspond to the path assigned in the data, and it will load the correct one.For example: you will put your English sound in
enUS.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg
and your Spanish sound inesES.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg
. In the data editor you can't actually browse those different paths, but it will automatically select the correct path depending on your localization settings.Two drawbacks that I can see, are that:
enUS
andenGB
it doesn't appear that one falls back to the other, but actually that you have to have duplicate files for them.I wonder if it's possible to set a default fallback.
I will come back with more info when I test it out a bit more. Thank you a lot for the idea!