DarkVoiceSynth
Fully procedural and local ... A cloud TTS service ... External speech software ... Simple runtime control Pitch, harmonic amount, inflection and playback can all be controlled at runtime ...
by Resonant Works
Price History +
Platform
Windows x86-64
Audio Output
44.1 kHz
Mono runtime-generated PCM audio
Playback through a standard Unity AudioSource
Input
Supported vowels:
a, e, i, o, u
Supported single-letter consonant input:
b, d, f, g, h, j, k, l, m, n, p, r, s, t, v, w, y, z
Recognized combinations:
sh, ch, ng
Spaces and punctuation produce short separations between sound groups.
Voice Configuration
Adjustable fundamental frequency / pitch
Adjustable harmonic amount
Inflection modes: None, Falling, Super Falling, Rising
Public API
Voice(double fundamental, AudioSource audioSource)
Speak(string text)
SetPitch(double fundamental)
SetHarmonicAmount(int harmonicAmount)
SetInflection(SynthInflection inflection)
Pause()
Resume()
Stop()
Dependencies
No Asset Store package dependencies
No cloud service required
No internet connection required for synthesis
The required Windows native synthesis libraries are included in the package.
Important
DarkVoiceSynth does not automatically convert standard English spelling into pronunciation. The supplied string is treated as phonetic input according to DarkVoiceSynth's supported sound rules.
Full offline documentation covering installation, phonetic input, API usage, audio integration and troubleshooting is included.
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