Welcome to VoiceCrafter: the state-of-the-art Digital Audio Workstation (DAW) engineered for batch voiceover production right within Unreal Engine. Experience unparalleled workflow automation and obliterate the repetitive grind tasks of audio production.
Tutorials: Youtube Playlist
Trailer: Youtube Trailer
Effortlessly import script spreadsheets, generate all necessary SoundWaves in their proper locations, create MetaSounds to group related voice lines, and generate all the lines using natural-sounding AI-powered Text-To-Speech* or start recording them with your own microphone. All with just a few clicks! No more importing and exporting between different softwares!
VoiceCrafter is the culmination of over 1,000 programming hours and more than 15,000 lines of code, ensuring a robust and comprehensive user experience.
From prototypes to final production, from indies to AAA studios: Focus on creating, we’ll do the grunt work.
*TTS service powered by ElevenLabs API (www.elevenlabs.io). Free account required for TTS functionality. No affiliation.
Features:
- Super-Charged SoundWaves: Use SoundWaves like you never have before! Seamlessly create and manage multiple audio takes within a single SoundWave. Being an editor-only plugin, it allows for a vastly expanded functionality during production, while ensuring a clean packaged build.
- 24-Bit Recording: Use your existing microphones and audio interfaces to record in pristine 24-Bit quality.
- Text-to-Speech (TTS): Generate natural-sounding voice lines using the ElevenLabs API.
- Script importer: Import a spreadsheet script to populate and create SoundWaves and MetaSounds.
- Multi-Take Management: Record multiple takes for each line and easily switch between them.
- DAW-like Interface: View and manage your audio recordings just like you would in a traditional DAW.
- Batch Export: Export the current take or all individual takes into external .wav files.
- Source Control: Leverage the power of source control, allowing you to back-up and manage your Voice Production sessions by keeping them inside your Unreal Engine project and ecosystem.