![]() ![]() When we looked it up before other algorithms require large amounts of input data in order to get results. (Specifically roguelikes with a heavy amount of text). Maybe I missed this, but are they planning to release the source for this? I was talking to a friend a few months ago that this kind of technology would be amazing for voice acting in games. It's a testament to deep learning that here we are, 6 months later, and the quality is now so high that they would fool an unsuspecting listener. I started watching the /mlp/ threads back in August or so, when the best pony voices were hardly distinguishable from static. (The GladOS voice is OK because it's already so stomped on and artificial that I assume it's easy to learn for a NN, but the other ones are noticeably far less impressive.) I made two samples demonstrating them with 15's app: And it shows: you can see an enormous different in quality between the Twilight Sparkle/Fluttershy voices and the other available voices. The Pony Preservation Project is impressive they've crowdsourced transcriptions of all 9 seasons, the movie, the spinoffs, and various other things voiced by the same voice actresses in case that might help, while processing to remove noise or using 'leaked' original data from Hasbro for higher quality still. The application currently includes characters such as GLaDOS from Portal, the Narrator from The Stanley Parable, the Tenth Doctor from Doctor Who, and Twilight Sparkle and Fluttershy from My Little Pony. Notably, the author thanks specific boards on the anonymous imageboard 4chan for their respective roles in the project, which he references throughout the website via its various in-jokes and memes. ![]() The author (who is only known by the moniker "15" and is presumed to be a researcher at MIT) thanks MIT CSAIL for providing the initial funding, along with other related organizations. This project demonstrates a significant reduction in the amount of audio required to realistically clone voices while retaining their affective prosodies. The voices are generated in real time using multiple audio synthesis algorithms and customized deep neural networks trained on very little available data (between 30 and 120 minutes of clean dialogue for each character). Critics praised the game's narrative and commentary on player choice and decision-making.This is a text-to-speech tool that you can use to generate 44.1 kHz voices of various characters. It is available on consoles in addition to previously supported platforms and it includes additional content, as well as further refined graphics.īoth the original mod and its two remakes have received critical praise from journalists. A further expanded edition titled The Stanley Parable: Ultra Deluxe was released on 27 April 2022. Later updates to the game added support for macOS on 19 December 2013, and for Linux on 9 September 2015. It was announced and approved via Steam Greenlight in 2012, and was released on 17 October 2013, for Microsoft Windows. The remake recreated many of the original mod's choices while adding new areas and story pathways, as well as overhauling the game's graphics entirely. Together with Pugh, Wreden later released a stand-alone remake using the Source engine under the Galactic Cafe studio name. The Stanley Parable was originally released on 31 July 2011, as a free modification for Half-Life 2 by Wreden. Depending on the choices made, the player will encounter different endings before the game resets to the beginning. The player may contradict the narrator's directions, which if disobeyed will then be incorporated into the story. As the story progresses, the player is confronted with diverging pathways. In the game, the player guides a silent protagonist named Stanley alongside narration by British actor Kevan Brighting. ![]()
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