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I could see this being used for RPG games to fix the choice deficiency that has been caused by going for fully voiced dialogue. Also, making Hitler read copypas
by blattimwind 6y ago
I could see this being used for RPG games to fix the choice deficiency that has been caused by going for fully voiced dialogue. Also, making Hitler read copypastas even more convincingly.
- ghaff 6y agoAs good as even not-top-shelf voice actor talent is a really high bar. I keep my eye on this space because there are a number of things I do where having even just decent "radio voice" TTS would be useful (and better than I can do myself). But nothing is really there today. In some respects, it's better than I can do myself but certainly not consistently.
- blattimwind 6y agoThe bar really isn't "has to be good out of the box", if it requires some tweaking on a line to line basis that would probably be ok and still much, much cheaper and much quicker to iterate on than voice actors for these high volumes of speech. In a lot of these games the existing voice acting is often consistently poor (literally everything Bethesda ever released comes to mind); certainly quite a few notches below the average AAA voice acting (which is occasionally bad, but on average good).
- ghaff 6y agoFair enough. I'm not really much of a gamer. One of the other challenges with using outside voice talent is that it can be inconvenient/expensive when you need to add/change something. I've been involved with podcasts using an external host and one of the negatives with that process is that if you discover a minor mistake/glitch in the narration late in the process you can't easily fix it.
- nmfisher 6y agoGood point. The samples still have that slight gravelly/metallic timbre that many TTS synthesis systems have. But then I remembered voice acting fluctuates wildly in quality outside AAA games. I'd take well-acted (with rough audio quality) over poorly-acted (but high-audio-quality) voices for most games.