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acteme

100+ languages · Unity / Unreal / Godot

Dialogue audio that builds like the rest of your game.

Acteme turns your script into mastered, correctly named voice files. Cast each character once, direct lines with style notes and vocal tags, render every take in one batch, and pull the results straight into your engine.

3,000 credits every month on the free plan — about 3.5 minutes of finished audio.

Rendered with Acteme, unedited4 lines
  • Varga

    Studio voice · Algenib

    wounded, trying to sound calm

    I'm fine. <cough> It's just a scratch. <short pause> Keep driving.

  • HALO

    Studio voice · Iapetus

    gentle, a little lonely

    Welcome back, Commander. You were gone for eleven years. I kept the lights on.

  • Borin

    Acteme Special · Borin

    warm, tired, good-natured

    Forty years I've kept this store. <laugh> Never once had a customer pay full price.

  • Guard Captain

    Studio voice · Alnilam

    commanding, slightly out of breath

    Halt! <short pause> Hands where I can see them.

How it works

Import the script, cast it once

Import CSV, JSON or Yarn Spinner. Line keys stay stable, so re-importing a revised sheet only touches what changed. Give each character a voice and a description, and every line they speak uses it.

Studio voices
30 curated voices, from gravelly to breezy.
Voice library
Hundreds more, filterable by language, accent, gender and pitch.
Acteme Specials
Character voices our team built for games. Included on every plan.
cast · ashfall
VargaAlgenib
HALOIapetus
BorinBorin (Special)
Guard CaptainAlnilam
line · varga_wounded_013 takes
Style
wounded, trying to sound calm
Transcript
I'm fine. <cough> It's just a scratch. <short pause> Keep driving.
take 19.61s
take 26.45s
take 35.51s

Three unedited takes of the same line. Take 2 is the one we kept.

Direct each line, keep the best take

The model reads your text as a verbatim transcript. How a line is delivered goes in the style note: wounded, trying to sound calm. Things that happen at a precise moment — a cough, a gasp, a beat — go inline where they happen.

Write [angrily] in the text and the model will say “angrily”. The script linter flags that before you spend credits, along with tags the model doesn't know. Render up to ten takes per line and pick one; it stays picked.

Inline vocal tags

<laugh><laughter><chuckle><chuckles><giggle><snicker><cackle><breath><heavy breath><exhales><pant><sigh><sighs><phew><yawn><groan><grunt><moan><whimper><argh><cry><sob><growl><grr><hiss><shout><scream><shriek><cheer><gasp><tsk><pff><snort><cough><sneeze><throat-clearing><short pause><long pause><whispers><whispering>

Two-speaker exchanges render in a single pass with natural turn-taking and backchannels (|mhm|) when both speakers use studio voices.

What it doesn't do, so you don't find out in week six.

Pricing

One credit per spoken character. No seats, no per-project fees. Cache hits, failed renders and cancelled items are refunded.

Full pricing & examples

Prototype

$0/ month

Temp VO for a jam or a vertical slice.

3,000 cr / month≈ 3.5 min audio
Projects
2
Parallel renders
1
Audio kept
15 days
Queue
Standard
Ship commercially
No
Start free

Indie

● for shipping

$15/ month

One shipped game, full cast, a couple of languages.

150,000 cr / month≈ 2.9 h audio
Projects
10
Parallel renders
3
Audio kept
3 months
Queue
Standard
Ship commercially
Yes
Choose Indie

Studio

$45/ month

Multiple projects, localization passes, large batches.

500,000 cr / month≈ 9.6 h audio
Projects
100
Parallel renders
8
Audio kept
6 months
Queue
Priority
Ship commercially
Yes
Choose Studio

Need more in a crunch week? Top-ups from 100,000 credits for $12, valid 12 months. Every plan gets all voices, engine plugins and MCP.

Common questions

Can I ship the audio in a commercial game?

Yes, on Indie and Studio plans. The Prototype plan is for jams, prototypes and pitches. Some storefronts ask you to disclose AI-generated content; the manifest records the model and voice for every file so filling that form is easy.

Does this replace voice actors?

It shouldn't have to. Most teams use Acteme for prototypes, placeholder passes, barks and systemic lines, localization scratch tracks, and to hand actors a reference read.

What happens when a writer edits a line?

The line is marked stale. Render with scope “stale” and only those lines are regenerated. The engine plugin sees a new hash and replaces just that file, keeping the same path.

Is it deterministic?

Generation isn't bit-for-bit repeatable, which is why takes exist: render three, pick one, and it stays picked. Re-rendering the exact same inputs returns the cached take instead of charging you for a new one.

Can it do real-time dialogue for NPCs?

No. Acteme produces files ahead of time. That's deliberate: no runtime dependency, no latency, no per-player cost, and the audio passes through your normal mixing and QA.

Which languages work?

Over 100 languages, the same set on every model. The spoken language is detected from the text. You can machine-translate a script with tags preserved, then edit translations before rendering.

Import a script. Hear the first line in a minute.

Google sign-in, no card, free credits every month.

Start free