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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.

Project Example

For documentation and testing purposes, you can use the official VoiceCulture example project template available here:

Download Example Project

This template includes a minimal setup with localized voice assets, dashboard integration, and sample usage in Blueprints.

Active the plugin

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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.

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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

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How it Works

  1. Create a USSVoiceCultureSound asset in the Content Browser.
  2. Add one entry per culture, each with its corresponding USoundBase.
  3. When the sound is played, the Engine calls Parse to retrieve the actual audio data.
    In this plugin, Parse calls ResolveEffectiveSound, which selects the correct localized version based on the current culture.

Diagram explain

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UseCase Example

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For more information or to contribute, visit the GitHub repository.