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.

FAQ

Frequently asked questions

How do game studios use text-to-speech?
Game studios use text-to-speech to voice NPCs and dialogue from a script, and to generate lines at runtime for procedural or player-driven scenes. With 1,500+ voices they build a varied cast, emotion control gives lines the right delivery, and studios avoid booking a full voice cast for every line.
Can dialogue be generated during play?
Yes. Synthesize lines at runtime with low-latency streaming so a character can speak text that did not exist at ship time, which suits procedural content and player-driven narratives.
How do I keep a large cast consistent?
Assign a distinct voice ID per character. A recurring NPC then sounds the same across every scene and every content update, and adding lines is a synthesis job rather than a re-record.

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Voice thousands of lines and dynamic dialogue without a full cast.

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