Pronunciation lexicon
Invented names, places and jargon are where text-to-speech stumbles. The lexicon swaps a term for a respelling in what's sent to the speech model, while your script keeps the original spelling.
Adding an entry
Open the project's Settings → Pronunciation lexicon and add a term and its replacement:
| Term | Replacement |
|---|---|
Xal'tharion | Zal THAR ee on |
Ny'zara | Nye ZAH rah |
HUD | hud |
SCAR-H | scar H |
Write the replacement the way a voice actor would read it off a script: plain syllables, with capitals on the stressed one. The respelling is read with the pronunciation rules of the line's language.
How matching works
- Whole words only.
Xylmatches inXyl's bladebut not inXylophone. - Case-insensitive by default. Tick case-sensitive to match only the exact capitalization, so the acronym
USdoesn't change the wordus. - Apostrophes are interchangeable.
',’andʼall match each other, so curly quotes from a word processor don't break an entry. - Longest term wins. With entries for
AshfallandAshfall Keep, the textAshfall Keepuses the longer one. Each part of the text is replaced at most once, so one replacement is never rewritten by another entry. - Tags are never touched. Text inside vocal tags (
<sigh>) and backchannels (|mhm|) is left alone.
Per-language entries
An entry applies to every language unless you choose one. In a multilingual project, add language-specific respellings where it matters: an entry for a specific language replaces the all-languages entry for the same term in that language.
| Term | Language | Replacement |
|---|---|---|
Xal'tharion | all | Zal THAR ee on |
Xal'tharion | de-DE | Sal TAH ri on |
Effect on renders
Adding, editing or removing an entry marks every rendered line whose spoken text changes as stale, in the affected languages only. Run a Stale and draft render to apply it.