Quickstart
The shortest path from a spreadsheet of lines to audio files inside your engine. Budget about ten minutes.
Create a project
Sign in with Google and press New project. Choose the writing locale your script is written in, the other languages you plan to ship, and the output spec: format, sample rate and loudness target.
You can change the spec later. Takes you already have keep the settings they were rendered with; new renders use the new spec. See Projects & output for every option.
Import a script
Press Import script and drop a CSV, JSON or Yarn Spinner file. A CSV only needs key and text columns. character, style and notes are picked up when present, and columns named after a locale (de-DE, text_ja-JP) are imported as translations.
key,character,text,style,notes
gc_alert_01,Guard Captain,Did you hear that?,,first alert bark
gc_alert_02,Guard Captain,Check the east wall. <short pause> Now.,clipped and tense,
varga_wounded_01,Varga,I'm fine. <cough> It's just a scratch.,"wounded, trying to sound calm",after the ambushThe importer shows a preview first: what will be created, what changes and which characters are new. Re-importing an edited sheet later updates lines by key and marks only the changed ones as stale. Importing scripts covers every format.
Cast the characters
New characters get a placeholder voice. Open the Cast tab and audition voices with the play button: studio voices, Acteme Specials, or anything from the voice library.
Put permanent traits (age, accent, timbre) in the voice choice and keep line styles short. Long persona descriptions repeated on every line are the most common cause of voice drift. See Casting & voices.
Render
Select lines and press Render, or render everything that is stale or still a draft. The dialog shows the exact credit cost before you confirm, and lines that come back from cache or fail are refunded automatically.
One take is enough for barks. For hero lines, three takes is cheap insurance. See Rendering & jobs.
Review and approve
Open a line to listen to its takes, pick the one that ships and mark the line approved. Approved lines are skipped by later "stale" renders unless their text changes. See Reviewing takes.
Get the files into your engine
Pick one:
- Export ZIP from the project toolbar: every selected take plus
acteme.manifest.json. - Engine plugin. Create an API key on the Developer page and paste it into the Unity, Unreal or Godot plugin. Sync downloads only the files that changed.
Where to go next
- Core concepts: statuses, takes, caching and how credits are reserved and refunded.
- Directing lines: style notes, inline vocal tags, pauses and backchannels.
- Localization: add languages, translate and cast per language.