Text to speech for gaming
Voice thousands of lines and dynamic dialogue without a full cast.
- 1,500+ voices for a varied cast
- Emotion control across 13 styles
- Runtime synthesis for dynamic dialogue
- From $6 per 1M characters
Definition
For game studios, text-to-speech voices a world: NPC lines from a script, and dialogue generated at runtime for scenes that are not fixed at ship time. It gives a small team the reach of a full voice cast, and it makes dynamic, player-driven dialogue possible at all.
A cast without casting
Games have dozens of characters and thousands of lines. Draw a varied cast from 1,500+ voices, assign one voice ID per character, and keep each one consistent across every scene and every patch. Adding or changing dialogue is a re-synthesis, not a re-record with the original actor.
Dynamic dialogue
The case only TTS can serve is runtime dialogue. Synthesize lines during play with low-latency streaming, so a character speaks text generated on the fly for procedural content or a player’s choices. See the game dialogue page.
Performance
Lines need delivery. Emotion control across 13 styles makes a villain menacing and a companion warm, so a generated cast performs rather than recites.
Pricing
Per character, from $6 per 1M on Scale. See the pricing page.
Frequently asked questions
How do game studios use text-to-speech?
Can dialogue be generated during play?
How do I keep a large cast consistent?
Start building
Voice thousands of lines and dynamic dialogue without a full cast.