Hello everybody, first time poster here and I’m trying to find a video tutorial for how to add voice acting to my NPCs without using AI, replica, MetaHuman, etc. I managed to create a text dialogue tree but after searching these forums and reading some threads, checking out YouTube, and Googling around; I still don’t have a good resource. I’d love to be able to add actual human voices so I can involve family and friends who have expressed an interest.
I know I’m probably asking for hand-holding at this point as I’ve heard it remarked that you can use AI tutorials and cut out the middle part for a functional voice dialogue system and I tried to do it, but when I finished the tutorial it didn’t work. Does anybody know where I can find a good video tutorial on how to add human voice acting? Text tutorials are fine, but I’m a much better visual learner and text tutorials tend to be overwhelming to me. There must be a YouTube video or something that I’ve overlooked?
Also please note that I’m not trying to make anything cinematic or anything fancy. Just a simple press E on target ->select dialogue choice → get voice acting response. Kind of like Skyrim or Deus Ex (the old 2000 release).
You will need to do the voice recording elsewhere, through some other recording program. There are a plethora of those.
Once it’s recorded you need to export from that program. You will want the file to be… .wav? I believe?
And then you import that by dragging the exported file into the UE5 Content Browser.
In your Blueprints, where you spawn the text for each dialogue choice, you will want to use “PlaySound” if you have an audio component on the character, or “PlaySound2D” for easy mode. PlaySound2D will simply play the sound over speakers, versus having it come from a specific space in the world. Then just select the sound file from the dropdown and you’re good to go!
Voiceovers require a lot of busy work, so buckle up But this is a pretty basic form of doing so.
After finishing the tutorial completely; I went back and, using the advice in the above post, simply spliced in a “PlaySound2D” node into the “Dialogue_C” blueprints event graph after the first “Branch” node using the “True” executable. The true option should be empty if you followed the tutorial successfully. It’s pretty rough and audio will repeat over itself if you hit the interact key multiple times, but it’s a good starting place and I’ll try to troubleshoot further as I make refinements to my game.
I used Audacity, recorded the audio on my headphone mic and simply “exported” (not saved!) file as a .wav and dragged and dropped it into the content drawer.