VoiceCulture Plugin
VoiceCulture is a plugin for Unreal Engine designed to simplify the localization of voice-over audio assets.
Instead of managing multiple USoundWave
assets and manually implementing logic to switch based on language or culture, VoiceCulture introduces a specialized asset: USSVoiceCultureSound
. This asset automatically selects the appropriate voice line at runtime based on the current culture settings.
This approach ensures full compatibility with Unreal's native audio systems, including AudioComponent
, Animation Notifies
, Dialogue systems, and more.
For documentation and testing purposes, you can use the official VoiceCulture example project template available here:
This template includes a minimal setup with localized voice assets, dashboard integration, and sample usage in Blueprints.
Active the plugin
What is USSVoiceCultureSound
?
USSVoiceCultureSound
is a subclass of USoundBase
, which makes it compatible with all Unreal systems that expect a sound asset. Inside, it stores multiple localized versions of a voice line, each mapped to a culture code (e.g., "en", "fr", "ja").
At runtime, the correct version is selected using the game's current culture setting.
Features
- Automatic culture-based voice line resolution
- Compatible with all systems using
USoundBase
- Native Blueprint and C++ support
- Editor preview support for localized audio
- Custom asset registry tags for filtering in the Content Browser
How it Works
- Create a
USSVoiceCultureSound
asset in the Content Browser. - Add one entry per culture, each with its corresponding
USoundBase
. - When the sound is played, the Engine calls
Parse
to retrieve the actual audio data.
In this plugin,Parse
callsResolveEffectiveSound
, which selects the correct localized version based on the current culture.
Diagram explain
UseCase Example
For more information or to contribute, visit the GitHub repository.