A possible way to extend in-game character voiceovers[message #362263]
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Mon, 25 January 2021 07:47
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Zarax |
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Messages:54
Registered:February 2007 Location: Italy |
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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?
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Corporal
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Re: A possible way to extend in-game character voiceovers[message #362440 is a reply to message #362438]
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Fri, 19 February 2021 16:08
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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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.
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