Upload a CSV, select languages, assign permitted character voices, review results, download WAV + JSON. No coding needed.
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.For creators and for developers
Automate dialogue jobs from your content pipeline and import approved audio using stable game dialogue IDs.
Five steps, start to finish
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.
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.
line_id,character,scene,text,delivery
GATE_014,Maya,North Gate,"Open the gate!",urgent
GATE_015,Guard,North Gate,"They're coming!",afraidWhat the studio does: export dialogue from its writing tools. No need to manually rename thousands of recordings.
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.
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"
}]
}'{"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.
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.
A proposed job-status endpoint could report queued, processing, review_required, completed, or failed. Future signed webhooks could notify the studio of status changes.
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.
scenevoice-export-v2/
audio/
es/GATE_014.wav
fr/GATE_014.wav
dialogue.csv
manifest.json{
"project": "castle_game",
"revision": "v2",
"assets": [{
"line_id": "GATE_014",
"language": "es",
"character": "maya",
"audio_file": "audio/es/GATE_014.wav",
"approval": "approved"
}]
}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.
Change one sentence. Keep the rest.
“Open the gate!”
“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.
The endpoints we intend to build
POST /v1/jobsCreate a localization + speech jobGET /v1/jobs/{id}Read job progress and review statusGET /v1/projects/{id}/exportsList approved export packagesPOST /v1/webhooksRegister a callback destinationProposed 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.
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.
