Reference voices
A zero-shot cloner copies whatever is in the reference clip: the voice, but also the room, the music, the mic and the mood. Most "the clone sounds wrong" problems are reference problems.
Rights first
Clone only voices the user has the rights to: their own, an actor who agreed, a licensed or generated voice.
A game's characters are voiced by real people. For a private single-player experiment the user may decide to
use the game's own audio; it still never goes into a repo, a release or a public video without the rights.
npctalk check fails on audio files and .lab transcripts.
Good source audio
- One speaker, no music or effects under the voice (game cutscenes usually have both).
- Normal speaking level for the neutral voice; shouting goes in an
angrymood folder, slurring indrunk. - A minute or more of lines with pauses between them. More lines means more candidates to pick from.
- If music is unavoidable, isolate vocals first (Demucs, as
server/finetune/prepare_dataset.pydoes).
Make the clips
bashnpctalk voice make --name Narrator --audio narrator.wav # neutral voice npctalk voice make --name Narrator --audio narrator_angry.wav --mood angry # lines tagged [angry] npctalk voice upload voices/Narrator # -> the server's /voices/Narrator
What voice make does (the same steps built the GTA V example's 13 voices):
- Split into lines at pauses of 0.3 s (20 ms frames louder than -42 dBFS are speech).
- Join runs of up to 4 neighbouring lines into 6-11 s candidates; score them for normal level (about -20 dBFS, -15 for angry), even loudness, no clipping, few joins, ~9 s; keep the best 12 that don't overlap.
- Transcribe each with fal speech-to-text (
FAL_KEY). - Drop candidates with fewer than 6 words or a speaking rate outside 1.4-4.8 words/s (screams, grunts, music, another language).
- Write
ref_0..2(the best three) andclone.wav: the best candidates joined up to ~25 s. Every clip has a.labtranscript next to it; the cloner needs the exact words.
voices/Narrator/clone.wav + clone.lab what the server clones from by default ("Narrator/clone") voices/Narrator/ref_0..2.wav + .lab single clips, for engines that want a short one voices/Narrator/angry/ref_0..1.wav + .lab used when a line starts with [angry] voices_work/Narrator/cand_*.wav + .lab every candidate, to listen to (never commit)
Which clip to clone from (measured)
On Drama 3, the ~30 s clone.wav gave 0.680 voice match on Lamar's test lines; each of his single 6-10 s clips
gave 0.610-0.630. Passing all four clips as references at once was no better than clone.wav alone. S2 Pro
preferred a single clean clip (0.707 vs 0.680), so test both if you switch models (skill
voice-likeness-eval).
Check them
- Listen to
clone.wav. Anything in it (a laugh, a car, a second voice) shows up in every line. - Read the
.lab. A wrong transcript makes the cloner mumble or skip words; fix the text by hand. - Say a test line:
npctalk say "Testing, one two." --voice Narrator/clone --out t.wav. - Moods: keep 2 clips per mood. If an angry line sounds like a different person, the mood clips are too far from the neutral ones (another recording session or mic): drop them.
Upload and use
The server reads /voices in its Modal volume when it starts, so restart it after an upload
(modal app stop npcvoice-drama). A game refers to a voice by folder and clip name (Narrator/clone); mood
folders are picked by the line's leading tag. Until a restart, a game can send the clip by URL with its
transcript (reference_audio_url + reference_text), at ~9 s extra the first time.


