Voice category

Video Game Character Voice Generator

Games do not have scenes so much as they have tables: two hundred lines belonging to forty characters, all of which need to sound the same next month when you add fifty more. CastDub fits most of that shape — cast once per project, keep the casting, render the batch — and this page is plain about the part it does not do.

Four voices to start from

Bram

Bram

Tavern keeper and accidental quest giver

gruffwarm
Use this voice
Nova

Nova

Ship AI that has read your file and is unimpressed

robotsci-fi
Use this voice
Seraphine

Seraphine

Court noble whose politeness is a weapon

poisedfantasy
Use this voice
Grit

Grit

Something very large that has noticed you

monsterdeep
Use this voice

Every voice is available on every plan — the library is not a paywall.

Try this voice on a line of your own

No account needed. Type one line, choose who says it, and listen.

43/120
Who says it
How they say it

Game dialogue is a pipeline problem, not a performance problem

Ask any small studio what makes voice acting expensive and they will not say the session fee first. They will say revisions. A line changes in week nine, the actor is unavailable, the new take does not match the room tone of the old one, and now three lines need re-recording instead of one. Synthetic voices are attractive to indie teams mostly because they collapse that loop to seconds.

That only holds if the tool respects the pipeline. Audio that arrives as forty files named export-1.mp3 has moved the work rather than removed it. CastDub does not export a file per line at all — it exports a mix, per-character tracks on Pro and an SRT from Plus — so the step that fits your project structure is cutting the mix at the SRT timecodes, which is one short script written once.

Consistency across a long production

The failure mode for synthetic voices in games is not quality, it is drift. A player will forgive a slightly flat read. They will notice immediately when the blacksmith sounds like a different person in the second act, because human hearing is tuned to exactly that.

Within a project, drift is structurally unlikely: each character keeps its library character and default emotion, and no two characters share a voice until the language runs out. Characters do not carry between projects, though, so for a long production keep a cast sheet — library character, persona and the spelling of that character's vocabulary. When a new writer joins in month six, they build from the sheet rather than choosing a voice, and listen to the first line before export, so nothing about the sound is left to memory.

Where to spend real money instead

Be honest about what synthetic voices are bad at, because that is where your budget should go. They are weak on physical effort — pain, exertion, laughing, crying — and on very long emotional monologues where a human performer's choices carry the scene. They are strong on the enormous middle of a game script: shopkeepers, tutorials, quest text, ambient conversations, systems barks.

A pragmatic split that several small teams use: generate everything, ship the generated audio for minor characters, and hire actors for the two or three roles the story actually depends on. The generated versions double as a scratch track so the actors know the timing before they walk in.

Legal ground rules

Two rules keep projects out of trouble. Do not clone a voice you do not have written permission to clone, including performers from other games. And do not describe a generated voice in marketing as a named actor's voice — that is a publicity-rights problem independent of how the audio was made.

If you do work with human actors and want a clone as a pickup tool, the contract needs to say so explicitly, name the scope, and say what happens to the voice when the project ends. On CastDub a clone can only be made by the person themselves, in their own account, from a consent statement they read aloud — so an actor's voice cannot be cloned for you here; our cloning policy page sets out why.

Script to audio in a few steps

  1. Bring your dialogue in the shape you already have it

    Most teams keep dialogue in a spreadsheet or a Yarn/Ink file. Paste a column of Name: line pairs and CastDub treats it as a cast list, not as prose.

  2. Lock the cast inside the project

    Each NPC gets a library character, a persona and a default emotion, set once in the project, so the guard in the tutorial and the guard in act three are the same guard. Characters do not carry into other projects — keep a cast sheet for those.

  3. Render in batches

    Generate a whole character's lines in one pass and check them as a group. Consistency problems show up when you hear forty lines in sequence, never when you check one.

  4. Cut files from the SRT

    There is no per-line file export. Export the mix with its SRT (from Plus): each entry is one line with its start and end time, so a short script can split the MP3 and name the clips from your own line IDs for Unity, Unreal or Godot.

  5. Re-render only what changed

    When a designer rewrites eight lines, regenerate those eight. Everything else keeps its existing audio, so your build does not churn.

Frequently asked questions

Can I use generated voices in a commercial game?

Yes on any paid plan; the commercial licence covers shipping the audio inside your game. Keep a record of which plan was active when you downloaded, and do not ship free-plan audio, which is licensed for personal, non-commercial use only.

How do I stop an NPC drifting between sessions?

Keep NPCs in the same project where you can, and keep a cast sheet — library character and persona per NPC — for when you cannot, instead of re-picking by ear. Drift almost always comes from someone choosing a similar-but-different voice weeks later, not from the model itself; in a new project, listen to each NPC's first line before exporting.

What about barks and combat grunts?

Short combat vocalisations are the weakest spot for synthetic voices — grunts, screams and efforts are physical noises, not speech. Generate them if you need placeholder, but budget to replace them with recorded ones or a sound library before ship.

Can I get timestamps for lip sync?

Subtitle export gives you line-level timings, which is enough for simple mouth flaps and for subtitle display. Phoneme-level data for full lip sync is not part of this release.

Does it handle invented fantasy or sci-fi names?

It guesses, and it will guess wrong on anything unusual. There is no pronunciation override, so settle on a spelling that reads correctly — respelled or hyphenated — and use it in every line of the script, which for a game with a named world is a change worth making on day one.

How many voices do I get?

The library is shared across all plans, so no plan gives you more voices. What paid plans give you is more cast members per project, SRT export from Plus, and line-by-line emotion plus one track per character on Pro. We do not treat the voice list itself as a paywall.

Cast your first scene tonight

Paste a script, let CastDub assign a voice to every character, and export a finished drama.

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