What you get from abcVoiceover
- A folder per script, with each line's kept take as a WAV file named by line number and speaker:
014 Blacksmith.wav. Lines.csv: one row per line withLine,Voice,Text,StatusandAudio file.- Takes are 24 kHz mono WAV, which every major engine imports.
See exporting your files for the full layout.
Map lines to your dialogue IDs
Your game refers to lines by its own IDs, like blacksmith_greet_02. Keep a spreadsheet with your IDs
in the same order as the script in abcVoiceover, then add the CSV's Audio file column beside them. Now
every ID has its file, and a short script can copy and rename the files:
ID, Audio file
blacksmith_greet_01, 013 Blacksmith.wav
blacksmith_greet_02, 014 Blacksmith.wav
blacksmith_farewell_01, 015 Blacksmith.wav
Filter on the Status column first: for a release build you probably want only Saved lines.
Name files for the engine, not for abcVoiceover
The download's names follow the script's line numbers, which change if you insert or move lines. Your game's
names shouldn't. Rename on the way in (blacksmith_greet_02.wav), and the engine's references never
depend on script order. Swapping a placeholder for a final take is then just copying a new file over the old one
with the same name; the engine re-imports it and every reference keeps working.
Unity
- Copy the WAVs into a folder under
Assets; each becomes an AudioClip. - In the import settings, short lines and barks suit Decompress On Load; long narration suits Streaming. Vorbis compression keeps builds small.
- Mono is right for dialogue, especially if it plays positioned in 3D.
- Reference clips from your dialogue data by the stable names, or through Addressables.
Unreal Engine
- Drag the WAVs into the Content Browser; each becomes a Sound Wave.
- For subtitles and speaker data, Unreal's Dialogue Wave and Dialogue Voice assets link audio to text and speaker.
- Unreal can import a CSV as a Data Table, so a table of dialogue IDs, text and file names can come straight from your spreadsheet.
Godot
- Copy the WAVs into the project; Godot imports each as an audio stream.
- Check the Import dock: dialogue shouldn't loop.
- Load lines by path from your dialogue data, or with a dialogue addon that maps IDs to audio.
Audio middleware
FMOD and Wwise both import WAV files. Import the renamed files into your dialogue events, or Wwise's dialogue workflows, the same way as recorded VO. Keeping the same file names is what lets placeholder and final audio swap cleanly.
Subtitles
The Text column is each line's text, so it can feed your subtitle table. If you respelled names to
get them pronounced right, keep the proper spelling in the subtitle data.
Before you ship
- Make sure every cloned voice has written consent covering a commercial release. See the consent template.
- Store pages such as Steam ask developers to disclose AI-generated content. See disclosing AI voices.