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DarkVoiceSynth is a procedural runtime voice synthesizer for creating distinctive, unnatural character voices in Unity.


Build voices for monsters, creatures, robots, machines, supernatural characters, bosses, horror games, sci-fi projects, NPCs and other situations where a natural human voice is not the goal.


Getting a character to speak is as simple as:


Voice voice = new Voice(50.0, audioSource);
voice.Speak("Helow");


Designed for character voices

DarkVoiceSynth generates its own synthetic voice at runtime rather than relying on prerecorded sentences or an online speech provider.

Its phonetic input system gives you direct control over pronunciation. You write approximately how you want the line to sound, and different spellings can be used intentionally to shape the delivery and character of the voice.

Fully procedural and local

Speech is synthesized locally during gameplay.

DarkVoiceSynth does not require:

  • A cloud TTS service
  • An internet connection for synthesis
  • Prerecorded sentence libraries
  • External speech software

Dialogue can therefore be generated dynamically during gameplay.


Simple runtime control

Pitch, harmonic amount, inflection and playback can all be controlled at runtime through the public API.


Native Unity audio integration

Generated speech is played through the Unity AudioSource you provide.

DarkVoiceSynth works naturally with standard Unity audio features including:

  • 2D and 3D audio
  • Spatial Blend
  • Distance attenuation
  • Rolloff
  • Volume control
  • Audio Mixer routing
  • Doppler settings

Place the AudioSource on a character and let Unity handle spatial playback while DarkVoiceSynth handles voice generation.


Highlights

  • Procedural runtime speech generation
  • Distinctive synthetic and non-human voice character
  • Direct phonetic pronunciation control
  • Minimal C# API
  • Adjustable pitch
  • Adjustable harmonic amount
  • Multiple inflection modes
  • Pause, resume and stop controls
  • Local offline synthesis
  • No cloud dependency
  • No prerecorded dialogue required
  • Standard Unity AudioSource integration
  • 2D and 3D audio support
  • Render-pipeline independent
  • Runtime-generated mono speech
  • Complete offline documentation included