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 +

Procedural runtime voice synthesis for powerful character voices in Unity. Create monsters, robots, creatures and machines locally with phonetic control, a simple C# API and 3D audio support.

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