Projects & output
A project holds one script, its cast and languages, and the spec every audio file is rendered to. Everything on this page lives in the project's Settings tab.
Creating a project
Press New project on the Projects page and give it a name, a writing locale (the language your script is written in) and a default model. The rest of the form is pre-filled from your new project defaults.
Your plan limits how many projects you can have at once; see Credits & plans.
Languages
The writing locale is the source language. Lines are written and directed in it, and line statuses on the Script tab refer to it unless you switch the language filter.
Add the languages you ship under Languages. Each one gets its own translations, takes and status. A project can have up to 40 languages, chosen from 112 supported locales. The usual game localization targets are listed first:
See Localization for translating and casting per language.
Models
| Pro | The default. Widest acting range: heavy vocal-burst work, dialects, two-speaker scenes. |
| Lite | Cheaper (0.7× credits) and faster. Good for barks, UI lines, placeholder passes and bulk localization. |
The project model is the default. A character can override it, and a render can override both.
Audio output
Speech is generated at 24 kHz mono, then trimmed, padded, loudness-normalized and encoded to the project's spec. Other sample rates are resampled with SoX. Loudness normalization follows EBU R128 with a −1.5 dBTP true-peak ceiling.
| Setting | Options | Default |
|---|---|---|
| Format | wav, ogg, mp3, flac | wav |
| Sample rate | 22.05 kHz, 24 kHz, 44.1 kHz, 48 kHz | 48 kHz |
| Loudness | Off; -23 LUFS (EBU R128, console/TV); -18 LUFS (PC dialogue bus); -16 LUFS (mobile / streaming) | Off |
| Trim silence | on / off | on |
| Head padding | 0–2000 ms of silence before the line | 40 ms |
| Tail padding | 0–5000 ms of silence after the line | 120 ms |
Changes apply to new takes only. Takes you already have keep the settings they were rendered with. To bring old lines up to a new spec, render them again: the new settings produce new audio, so nothing comes from cache.
File names
The file template decides where each file lands in ZIP exports, in the manifest and on disk in your engine. The default is {scene}/{locale}/{key}; the extension comes from the output format.
| Token | Value |
|---|---|
{project} | Project name, slugified |
{character} | Character name, slugified; narrator when the line has no character |
{locale} | BCP-47 locale, e.g. de-DE |
{key} | Line key, slugified (required) |
{take} | Take number, two digits (01, 02 …) |
{scene} | Scene key, slugified; no_scene when the line has no scene |
For a line with key varga_wounded_01 in scene gate_ambush, spoken by Varga in German as take 2:
| Template | File |
|---|---|
{scene}/{locale}/{key} | gate_ambush/de-DE/varga_wounded_01.ogg |
{locale}/{character}/{key} | de-DE/varga/varga_wounded_01.ogg |
{character}/{key}_{locale} | varga/varga_wounded_01_de-DE.ogg |
{key}_{take} | varga_wounded_01_02.ogg |
Rules:
- The template must contain
{key}, so every file name is unique. - Only the tokens above are allowed.
.., backslashes and a leading/are rejected. Maximum 160 characters. - Values are made engine-safe: lowercase ASCII letters, digits,
.,_and-. Other characters become_, accents are stripped, and each value is capped at 80 characters. {take}puts every take on disk instead of one file per line. Most projects leave it out, since only the selected take is delivered.
The settings page shows a live preview as you type.
Engine settings
The Engines section shows the API URL and the project id to paste into the Unity, Unreal or Godot plugin.
Archiving and restoring
Archive project hides a project from the project list, the API and the engine plugins. Archived projects are listed under Projects → Archived, where you can restore them.