AI Voices for Gaming & Character Voices
Pre-rendering every branch means shipping every branch. WebSocket streaming lets dialogue generate during play instead, so a conversation tree costs what players actually hear rather than what they might.

VOICES FOR THIS USE CASE
Generating dialogue at runtime
Pre-rendering every line means shipping every branch as an audio asset, which grows quickly in a game with choice. The WebSocket transport streams audio as it renders, so dialogue can be produced during play instead. Branching conversations stop multiplying your asset count and start costing only what players actually hear.
Writing for the character limit
Requests cap at 250 characters, which suits game dialogue well since barks and exchanges are short by nature. Longer monologues are assembled from several calls. Keeping speed and voice fixed across those calls is what holds a performance together across the joins.
What range is available
Fourteen voices carry the character and animation tag, which is the group with the widest delivery in the catalog. Worth setting expectations though: there is no emotion parameter. Range comes from the voice you cast and from how the line is written, not from a setting you can adjust per delivery.
Localising a cast
A voice covers either the Indic family of eleven languages or the European family of ten, never both. That shapes how you cast a localised game: one voice can carry a character across Hindi, Tamil and Bengali, but a European localisation needs a separate voice for that character.
SPECIFICATION
Sample rate
44.1 kHz native, resampled to 8 kHz for telephony
Latency
~200 ms to first byte (p50, warm region)
Output formats
ulaw, alaw, PCM 16-bit, WAV, MP3
Streaming transports
WebSocket, HTTP chunked transfer
Speed range
0.5× – 2.0×, set per request
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