FAQs

Q: How does VoiceCrafter manage to incorporate all additional data within standard Sound Waves?

A: Through the use of Unreal Engine’s “AssetUserData,” VoiceCrafter enriches Sound Waves with extra metadata, allowing for the storage of multiple takes and additional recording information.

Q: Will using VoiceCrafter have any impact in the build/packaging size of my game?

A: As an editor-only plugin, not only is all plugin-related code excluded from packaged builds, but also all additional data stored in the SoundWaves will be excluded from the final packaged game, ensuring a clean and optimized build.

Q: What audio formats and resolutions can I use when recording?

A: While the whole Unreal’s audio engine is built around 16-bit SoundWaves, which is more than sufficient for playback on final devices, 16-bit doesn’t have the appropriate resolution for editing and production. That is why all raw takes are stored in 24-bit, assuming the audio device supports it, which most modern recording interfaces do. Once a take is selected and edited, a copy of the data will be stored in 16-bit as the main playback data of the ExtendedSoundWave.

As for sample rates, both 44.1 and 48 KHz resolutions are available.

Q: What audio formats can I use when generating TTS (Text-To-Speech)?

A: Since VoiceCrafter uses the ElevenLabs API, the available formats depend on the subscription tier and can be either MP3 for free and lower tiers, to 16-Bit / 44.1 KHz uncompressed WAV for higher tiers.

You can take a deeper look at the available formats here: ElevenLabs Formats.

Q: Does VoiceCrafter offers realtime monitoring during recording?

A: VoiceCrafter does not offer real-time monitoring during recording within the Unreal Engine environment. This is because Unreal Engine is not designed for low-latency audio processing, and implementing such a feature would require a significant overhaul of Unreal’s Audio Engine. For the best real-time monitoring experience, we recommend using the direct monitoring feature available on most modern audio interfaces, which provides zero-latency feedback.

Return