iArt.ai
AI 모션 그래픽 소프트웨어, 누구나 사용할 수 있는 After Effects 대안, 텍스트 프롬프트로 몇 분 안에 애니메이션·설명 영상 제작
텍스트 한 줄을 게임 캐릭터용 난해한 음성으로 변환, 16가지 스타일·음성·대사 스크립트·WAV 내보내기 지원, 브라우저에서 무료
Turn a line of text into gibberish speech for your game characters. 16 styles, your own voice, a dialogue script, WAV export. Free, in your browser.
미디어JavaScript · GDScriptGitHub @wrongfloor-dev온라인운영자 미확인
써 보셨어요? 한 번만 눌러 주세요. 로그인은 필요 없어요.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기Your characters want to talk. Your budget doesn't include voice actors. Babble Engine turns any line of text into gibberish speech: critter chatter, made-up languages, grumbling trolls, beeping robots, whispering fairies and soft musical tones.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Your characters want to talk. Your budget doesn't include voice actors. Babble Engine turns any line of text into gibberish speech: critter chatter, made-up languages, grumbling trolls, beeping robots, whispering fairies and soft musical tones.
🚫 No voice actors 🚫 No server 🚫 No dependencies ✅ Free, also for commercial games
babble.wrongfloor.studio runs in your browser. Type a line, pick a style and a voice, set the mood, and download a WAV.
script.json, see lines from a script), or a single line. Import a script from your writer or AI assistant as a file or plain text, and back up your takesMaking a web game? Use the same engine straight from your code. One file, no build step.
<script type="module">
import { render, play } from 'https://cdn.jsdelivr.net/gh/wrongfloor-dev/babble-engine@1/site/src/babble.mjs';
const line = render('Hi! Do you want an apple?', { style: 'animal', voice: 'fern', mood: 'happy' });
document.querySelector('button').onclick = () => play(line);
</script>
@1 follows the newest 1.x release. Pin an exact version (@1.0.0) for a game you ship.
site/src/engine.js and use the global Babble (Babble.render(...))npm i github:wrongfloor-dev/babble-engine, then import { render, toWav } from 'babble-engine'site/src/engine.d.tsrender call for the voice and settings you hearrender(text, options)Returns { pcm, sampleRate, duration, syllables, reveal, style, voice }. pcm is a mono Float32Array, dry (no room).
| Option | Default | |
|---|---|---|
style | 'animal' | see the styles below |
voice | the style's first voice | |
mood | 'neutral' | neutral, happy, angry, sad, flirty, surprised |
seed | 1 | 🎲 same text, options and seed give the same sound. Change it for a different take or another made-up language |
sampleRate | 48000 | |
pitch, speed, expression, throat, breath, brightness | from the voice | override the voice |
hiss | 1 | consonant noise, 0 to 1 |
ownVoice, steady | none, 1 | a recorded voice from loadVoice(), see below. steady 0 follows your recorded pitch, 1 holds each syllable on the melody |
name | the voice's name | Name Talk only: the name the creature keeps saying, like 'Pikachu' |
intent, length | 'tell', 'short' | Bloopa Doopa only: it speaks by intent (greet, ask, joy, letdown…) and ignores the text |
👄 syllables is a list of { time, text }: the start of every syllable in seconds. Flap a mouth or bounce a sprite in sync.
⌨️ reveal has one time per character of your text: when it should show in a text box that types along. Each word types out while it is spoken and waits through the pauses, so the text never runs ahead of the voice. play does the timing for you:
play(line, { onReveal: n => box.textContent = text.slice(0, n) });
.babble-voice.json fileimport { render, play, loadVoice } from 'https://cdn.jsdelivr.net/gh/wrongfloor-dev/babble-engine@1/site/src/babble.mjs';
const me = loadVoice(await (await fetch('me.babble-voice.json')).text());
play(render('Welcome to my game!', { style: 'sim', ownVoice: me }));
The file holds every recorded sound as 16-bit audio in JSON, including the extra rounds, so other engines can read it too.
play(result, { room = true, context, onReveal }): browser only. Plays the line with the style's room, like the tool. onReveal(n) is called whenever the first n characters should show. Returns { stop(), ended, context }toWav(result): a 16-bit mono WAV as an ArrayBuffer, drystyles(): every style with its voices, moods and intentsloadVoice(file): a .babble-voice.json from the tool, as text or parsed JSONThe Script tab in the tool exports a zip for your game: one <line id>.wav per line and script.json (format in llms.txt). Play a line by its id:
const script = await (await fetch('voice/script.json')).json();
const line = id => new Audio('voice/' + script.lines.find(l => l.id === id).file).play();
In Godot 4, put the folder in res://voice/:
var script_data = JSON.parse_string(FileAccess.get_file_as_string("res://voice/script.json"))
for line in script_data.lines:
if line.file:
$Player.stream = load("res://voice/" + line.file)
Download babble-engine-godot.zip and unzip it in your project folder, or install it from the Godot Asset Library (AssetLib tab in the editor, search "Babble Engine"), or copy addons/babble_engine from this repo. There is no plugin to enable: you get the BabbleSpeaker node and BabbleEngine.
# BabbleSpeaker is an AudioStreamPlayer: pick style, voice and mood in the Inspector
$Speaker.speak("Hi! Do you want an apple?")
$Speaker.syllable.connect(func(index, text): $Mouth.flap())
Label or RichTextLabel and the line types itself into it, in step with the voiceline_started(text), syllable(index, text), revealed(count) and line_finished.babble-voice.json from Exportaddons/babble_engine/demo/demo.tscn and press F6: pick a style, voice and mood, and watch a mouth move on every syllableBabbleEngine.render(text, options) takes the same options in snake_case (sample_rate, own_voice) and returns { pcm, sample_rate, duration, syllables, reveal }. BabbleEngine.load_voice(text) reads a voice file. A bad option prints an error and returns {}Same text, options and seed give the same sound as the web module, sample for sample (tests/godot.mjs checks all 16 styles on every push). GDScript renders about 15 times slower than the browser, which is why the speaker uses a thread.
| Style | Name | Voices | |
|---|---|---|---|
| 🐹 | animal | Critter Chatter | fern, burt, pip, lowell, bleep |
| 🗣️ | sim | Babblish | lottie, ben, kiki, hank, whisper, bubs |
| 🎪 | vemmo | Bloopa Doopa | jesse, bram, mila |
| 🐾 | name | Name Talk | moki, grumbo, zee, lulu, bonk |
| 🗡️ | bark | Grunts & Barks | hero, heroine, elder, kid, brute |
| 👹 | grumble | Grumble | grok, moss, burly |
| 🤖 | gizmo | Gizmo | bolt, cog, unit9 |
| 🧚 | sprite | Sprite | fae, wisp, glimmer |
| 👻 | ghost | Spooky Whisper | whisper, wail, hollow |
| 🏘️ | echo | Echo Folk | village, crowd, kids |
| 📻 | radio | Mumble Radio | dispatch, pilot, scout |
| 👶 | baby | Babytalk | tot, bubba, mini |
| 🎐 | tone |
site/: the tool as published on babble.wrongfloor.studio. Plain HTML and JavaScript, no build step. site/src/engine.js is the engine, shared by the tool and the web moduleaddons/babble_engine/: the Godot 4 addontests/: node tests/check.mjs (copy, links, headers) and node tests/engine.mjs (every voice renders, seeds repeat, WAV is valid). Or just npm test. With Godot installed, GODOT=<path to the console exe> node tests/godot.mjs compares the addon with the web moduledocs/art/: the pictures in this README, the Asset Library icon (icon.svg → icon.png) and the Godot demo screenshotCode: MIT, see LICENSE. Audio you make with Babble Engine is yours to use, also commercially. No credit needed, but a mention is always welcome 💛
| Soft Tones |
clouds, softbubble, rain, breeze, hum, purr, wood, droplet, kalimba, felt, bubble, glass |
| 💬 | blip | Text Blips | pixel, tiny, boss, soft, typewriter |
| 🛰️ | droid | Droid Chirps | beebo, rollo, zapp, mini |
| 🎺 | instr | Talking Instruments | horn, trombone, choir, kazoo |