Home » MODDING HQ 1.13 » v1.13 Feature Requests » A possible way to extend in-game character voiceovers
A possible way to extend in-game character voiceovers[message #362263] Mon, 25 January 2021 07:47 Go to next message
Zarax

 
Messages:54
Registered:February 2007
Location: Italy
Some of you might know deepfakes and the associated nefariousness, however the same technology could be used to help modding teams to extend the source audio material without using voice actors.
There's a guy (at this point not even a startup) that has been recently spotlighted by PC Gamer for his AI algorithms that takes in-game voices and makes them read any audio with more or less appropriate tone.

You can find more info at 15.ai (website temporarily down, check his tweet: https://twitter.com/fifteenai), he's open to new voice sets provided the right material is provided (aka voice and corresponding text).

How can it help JA2?
JA2 has hundreds of voice sets with fairly extensive text, however we are limited to the 1999 samples and any new text is basically muted, even worse for the imported JA1 mercs.
By opening a collaboration channel with 15.ai, supplied merc voice sets could be used for any new kind of text a modder wants (snitch text for JA2 voices for example, but not only that) and we could fill any gaps with imported characters or make completely new ones starting from another game audio (FLugente's new mercs would be a perfect example).

What do you guys think?
Re: A possible way to extend in-game character voiceovers[message #362265 is a reply to message #362263] Tue, 26 January 2021 00:22 Go to previous messageGo to next message
Hawkeye

 
Messages:2228
Registered:October 2005
Location: Australia
Sounds awesome if it's doable. Indeed a lot of the older, Deadly Games mercs could do with an expanded speech set and as you mention the snitch feature would be improved by more voice files.


Re: A possible way to extend in-game character voiceovers[message #362285 is a reply to message #362265] Fri, 29 January 2021 21:51 Go to previous messageGo to next message
Gopas

 
Messages:285
Registered:June 2016
Location: Norway
Those native hires in Arulco Vacations, could definitely need use more speech lines and some of them, altered to sound more natural.

[Updated on: Fri, 29 January 2021 22:06]




Nipson anomimata mi monan opsin
Re: A possible way to extend in-game character voiceovers[message #362438 is a reply to message #362285] Fri, 19 February 2021 15:40 Go to previous messageGo to next message
Vritran

 
Messages:182
Registered:February 2020
Location: North East England
Alternatively I just come across a new voice tool that can mimic existing voices. https://github.com/NVIDIA/tacotron2

This recently did the new Wyrmstooth Mod for Skyrim using existing game voices to narrate the trailer.

[Updated on: Fri, 19 February 2021 15:40]

Re: A possible way to extend in-game character voiceovers[message #362440 is a reply to message #362438] Fri, 19 February 2021 16:08 Go to previous message
sevenfm

 
Messages:2434
Registered:December 2012
Location: Russian Federation
BTW 15.AI is working again and since it can use voices from team fortress, it could be used to create unlimited amount of new combat voice taunts for enemies, for example by simply voicing existing text taunts with several available speech sets (soldier, medic etc).

Unfortunately, it doesn't allow to provide new speech sources using the web interface.



7609+AI (r1972) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8948) | 1.13 Starter Docs | 1.13 How to get

Искусственный - да, интеллект - нет.


Previous Topic: Online Auction Website
Next Topic: Kaerar's Guns & Portraits
Goto Forum:
  


Current Time: Mon Mar 01 12:09:04 EET 2021

Total time taken to generate the page: 0.01156 seconds