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submitted 9 months ago by alessandro@lemmy.ca to c/pcgaming@lemmy.ca
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[-] RightHandOfIkaros@lemmy.world 6 points 9 months ago* (last edited 9 months ago)

limitations on the amount of time that a performance replica can be employed without further payment, and consent.

So games will be removed from shelves later on because the AI voice passed its expiry date and the developers didnt want to or couldnt afford to renew it? The same exact problem we have seen lately with why certain games are no longer available due to music licenses?

[-] lemann@lemmy.dbzer0.com 4 points 9 months ago

Really seems like a recipe for disaster tbh, for voice actors in the present who won't be paid as much, and then the games themselves once the replica license expires

[-] Makeitstop@lemmy.world 4 points 9 months ago

It's OK, the AI will allow companies to churn out low effort content for live service games, and the license only has to last until the game ceases to make money and the servers get shut down.

[-] bogdugg@lemmy.world 4 points 9 months ago* (last edited 9 months ago)

Well, there's two ways you could interpret that:

  • As you say, 'shelf life', how long they can sell the game with their voice in it
  • Or, 'voice time', as in, contracts are negotiated in total duration of voice lines. Exceeding that number requires renegotiation.

I suspect it's the latter as that is more similar to how voice work is already done, to my understanding.

[-] mindbleach@sh.itjust.works 1 points 9 months ago

That would be ridiculous, and make generated lines even less useful than simple recordings. Presumably they mean new lines cannot be generated, past a certain date. That'd let the studio continue doing the character without needing the actor... in that game, for a while.

[-] mindbleach@sh.itjust.works 1 points 9 months ago

Why would I want a fictional character to sound like a specific real person?

Or, framing the question differently: what actor plays Dave The Diver onscreen? Because the answer is what this technology will do for audio.

[-] 2xsaiko@discuss.tchncs.de 1 points 9 months ago

There are cool use cases for this such as having NPCs say player-picked names for their character (instead of saying a generic name/title like in current RPGs). I don't know if it's worth it though.

[-] mindbleach@sh.itjust.works 1 points 9 months ago

Again: why would the NPC saying that need to sound like a specific real person?

[-] 2xsaiko@discuss.tchncs.de 1 points 9 months ago

To make it sound like the rest of the character's dialogue. They're probably not going to train this on the VA's "normal" voice, that sounds useless.

[-] mindbleach@sh.itjust.works 1 points 9 months ago

Again: why would an NPC's dialog need to sound like any specific real person, doing a voice?

[-] 2xsaiko@discuss.tchncs.de 1 points 9 months ago

Are you suggesting replacing voice actors with a completely computer generated voice, for all voice lines? That hasn't sounded good ever, especially in terms of intonation and emotions.

[-] mindbleach@sh.itjust.works 1 points 9 months ago

That's what this already does.

We are talking about a completely computer-generated voice. But for some reason we're only talking about cases where it's modeled as closely as possible on one specific human being.

[-] 2xsaiko@discuss.tchncs.de 1 points 9 months ago

Sure, and if it purely takes text as input and you use it to make voices for an entire game it's going to be bad too. I'm talking about supplementing voices with snippets that they can't know in advance, such as the player name.

[-] mindbleach@sh.itjust.works 1 points 9 months ago

I'm talking about artists using these tools for how characters sound, the same way they use tools for how characters look and move. The answer to "who plays Mario onscreen?" is "nobody." The answer to "who voices Mario?" can be the same. It doesn't mean nobody is responsible for how he sounds, or that someone typed "short plumber red hat" to render him.

this post was submitted on 09 Jan 2024
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