2 ms·
Or what if you scrunched the audio down to a bandwidth beyond what was still intelligible, but still captured some semblance of the speaker's voice. Use the or
by bmdavi3 8y ago
Or what if you scrunched the audio down to a bandwidth beyond what was still intelligible, but still captured some semblance of the speaker's voice. Use the original audio to compute subtitles and store them alongside the audio. That's your file.
Then the player uses both as inputs to ai (some hand waving), which now has enough to put the pieces together and produce something intelligible again, in the speaker's voice.
- gruturo 8y agoBasically turn the speaker’s voice into a “font”, and then render text with it. Pretty sure it’s been done. Large initial delay while you get the whole font download, then basically just the text to be rendered and the occasional hint to the renderer
- rspeer 8y agoWithout the "intelligible" part, this makes me think of what the game Celeste does to give its characters voices without voice acting. They make voice-like synth sounds, different for each character, that are about the length of the text they're saying. It adds prosody and intonation to the text-based dialogue of the game. https://youtu.be/TZpQH8kSWNU?t=2m50s https://youtu.be/TZpQH8kSWNU?t=2m50s
- deleted 8y ago[deleted]
- andai 8y agoThis is how I imagine an intelligent car would sound if it figured out how to produce speech through the antigravity engine. Edit: oh sweet there's intonation too. Were these all made manually?
- rspeer 8y agoMy guess is they're mostly procedurally generated with manual tweaks for particularly significant lines.