SCENEVOICE BY GAMES 4 LIFE · DEVELOPER INTEGRATION

How to put multilingual
character voices into your game.

Whether you work in Unity, Unreal, or a custom engine, the proposed SceneVoice workflow connects your game dialogue IDs to translated, human-approved voice recordings.

Developer specification preview · Sample API calls do not contact a live SceneVoice service.
FIRST, CHOOSE YOUR PATH

For creators and for developers

🖥️ Web workspace

Upload a CSV, select languages, assign permitted character voices, review results, download WAV + JSON. No coding needed.

⌘ API integration

Automate dialogue jobs from your content pipeline and import approved audio using stable game dialogue IDs.

THE BIG PICTURE

Five steps, start to finish

1Export dialogue CSV
2Request translations & voices
3Review generated takes
4Download approved WAV + manifest
5Import into game engine

The important link is line_id. Keep it the same across your script, translation files and game events so audio never gets assigned to the wrong line.

STEP 01 · INPUT

Start with the dialogue you already have

Example: you write a scene with Maya and a guard. Your game exports a CSV with a stable ID, character, line, and scene context. SceneVoice would use the context to help create suitable localized dialogue.

dialogue.csv Illustrative CSV
line_id,character,scene,text,delivery
GATE_014,Maya,North Gate,"Open the gate!",urgent
GATE_015,Guard,North Gate,"They're coming!",afraid

What the studio does: export dialogue from its writing tools. No need to manually rename thousands of recordings.

STEP 02 · PROCESS

Choose languages and request recordings

In the web workspace, this would be a simple form. A future API integration would let your build pipeline send the same information automatically. Authorized voices are associated with characters in your project.

POST /v1/jobs Proposed API contract
curl -X POST https://api.scenevoice.example/v1/jobs \
  -H "Authorization: Bearer YOUR_API_KEY" \
  -H "Content-Type: application/json" \
  -d '{
    "project_id": "castle_game",
    "script_revision": "v2",
    "languages": ["es", "fr"],
    "lines": [{
      "line_id": "GATE_014",
      "character_id": "maya",
      "text": "Open the gate!",
      "context": "urgent warning"
    }]
  }'
Example response
{"job_id":"job_example_104","status":"queued"}

The job ID would let the studio retrieve results later rather than wait for a long audio-generation request.

STEP 03 · QUALITY

Listen, correct, approve

Translation is not automatically final. A reviewer checks meaning and game terminology; the audio director checks voice rights, emotion, pronunciation and timing. Only approved takes are released in the export package.

Draft translationGenerated voice takeHuman approval✓ Ready for export

A proposed job-status endpoint could report queued, processing, review_required, completed, or failed. Future signed webhooks could notify the studio of status changes.

STEP 04 · OUTPUT

Download game-ready audio, not a pile of mystery files

The planned export package includes approved WAV recordings plus a machine-readable manifest, so engine import tools can match each asset to its dialogue line.

Proposed ZIP layout
scenevoice-export-v2/
  audio/
    es/GATE_014.wav
    fr/GATE_014.wav
  dialogue.csv
  manifest.json
manifest.json Example mapping
{
  "project": "castle_game",
  "revision": "v2",
  "assets": [{
    "line_id": "GATE_014",
    "language": "es",
    "character": "maya",
    "audio_file": "audio/es/GATE_014.wav",
    "approval": "approved"
  }]
}
STEP 05 · GAME ENGINE

How a developer would use it in Unity or Unreal

Unity

Import WAV files as AudioClips. An editor import script can read manifest.json and map GATE_014 to the clip for the selected locale. Your dialogue manager plays that clip when the line ID occurs.

Result: your game's existing dialogue event stays the same; only the audio asset for the language changes.

Unreal Engine

Import approved WAV files as Sound Waves. An editor utility or data pipeline can map each line_id and locale to its audio asset, then reference it from the game's dialogue data or localization system.

Result: one dialogue ID can resolve to different approved language recordings.

These are suggested ways to import exported assets using existing Unity or Unreal tools; no dedicated engine plugin is required by the proposed API workflow.

WHAT MAKES SCENEVOICE DIFFERENT

Change one sentence. Keep the rest.

REVISION 1GATE_014

“Open the gate!”

→
REVISION 2GATE_014

“Don't open the gate!”

Because the line_id stays stable, SceneVoice is designed to flag Spanish and French takes of GATE_014 for retranslation and reapproval. Unchanged, approved lines can be reused. The updated manifest lets the developer replace the affected assets in the game.

PLANNED API REFERENCE

The endpoints we intend to build

POST /v1/jobsCreate a localization + speech job
GET /v1/jobs/{id}Read job progress and review status
GET /v1/projects/{id}/exportsList approved export packages
POST /v1/webhooksRegister a callback destination

Proposed security: project-scoped bearer keys, HTTPS, authorized voice usage, signed webhook events and permission-controlled exports. Endpoint paths and schemas are preliminary and may change.

GET INVOLVED

Building a game with voiced dialogue?

SceneVoice by Games 4 Life is developing this workflow. Tell us what engine you use, how many lines your game has, and which languages you need. Early studio conversations will help shape the integration.

Discuss a pilot →

API base URLs shown here use the reserved .example domain and are not live. API keys are not yet issued.