this post was submitted on 09 Jan 2024
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[–] mindbleach@sh.itjust.works 1 points 10 months ago (1 children)

Again: why would the NPC saying that need to sound like a specific real person?

[–] 2xsaiko@discuss.tchncs.de 1 points 10 months ago (1 children)

To make it sound like the rest of the character's dialogue. They're probably not going to train this on the VA's "normal" voice, that sounds useless.

[–] mindbleach@sh.itjust.works 1 points 10 months ago (1 children)

Again: why would an NPC's dialog need to sound like any specific real person, doing a voice?

[–] 2xsaiko@discuss.tchncs.de 1 points 10 months ago (1 children)

Are you suggesting replacing voice actors with a completely computer generated voice, for all voice lines? That hasn't sounded good ever, especially in terms of intonation and emotions.

[–] mindbleach@sh.itjust.works 1 points 10 months ago (1 children)

That's what this already does.

We are talking about a completely computer-generated voice. But for some reason we're only talking about cases where it's modeled as closely as possible on one specific human being.

[–] 2xsaiko@discuss.tchncs.de 1 points 10 months ago (1 children)

Sure, and if it purely takes text as input and you use it to make voices for an entire game it's going to be bad too. I'm talking about supplementing voices with snippets that they can't know in advance, such as the player name.

[–] mindbleach@sh.itjust.works 1 points 10 months ago

I'm talking about artists using these tools for how characters sound, the same way they use tools for how characters look and move. The answer to "who plays Mario onscreen?" is "nobody." The answer to "who voices Mario?" can be the same. It doesn't mean nobody is responsible for how he sounds, or that someone typed "short plumber red hat" to render him.