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A group of video game performers are allowing artificial intelligence to replicate their voices, but they are hesitant to be completely replaced by it.

. A group of video game performers are allowing artificial intelligence to replicate their voices, but they are hesitant to be completely replaced by it.

If you find yourself in a heated confrontation with a video game character who has a Cockney accent, or requesting a virtual sword from a stern Scottish blacksmith, you may recognize the voice of actor Andy Magee.

Instead of Magee’s actual voice, it is a replicated synthetic voice created by an artificial intelligence algorithm.

As video game environments become larger, certain game companies are trying out AI technology to provide dialogue for an infinite number of characters and interactions. This also streamlines the process and reduces costs for the temporary recordings that game developers use to test out scenes and scripts.

The reaction from established actors has been varied. Some are concerned that AI voices may outshine all but the most renowned human actors if major production companies get their wish. On the other hand, individuals like Magee are open to experimenting with it as long as they receive fair compensation and their voices are not exploited.

“I never expected AI voices to be my entry into the industry. However, I was offered paid voice work and I was thankful for the opportunity to gain experience,” said Magee, who was raised in Northern Ireland and has previously held positions as a craft brewery manager, delivery driver, and farmer.

Now, he focuses on giving voice to a variety of characters from the United Kingdom, transforming what he once saw as a mere party trick into a fulfilling profession.

AI voice clones don’t have the best reputation, in part because they’ve been misused to create convincing deepfakes of real people — from U.S. President Joe Biden to the late Anthony Bourdain — saying things they never said. Some early attempts by independent developers to add them to video games have also been poorly received, both by gamers and actors — not all of whom consented to having their voices used in that way.

Many major studios have not yet utilized AI voices prominently and are currently in discussions with the actors’ union, which also represents performers in the gaming industry. Worries about the implications of AI use in film production contributed to strikes by the Screen Actors Guild-American Federation of Television and Radio Artists last year, but there are indications that a resolution is probable for game studios.

According to Sarah Elmaleh, known for her role as the Cube Queen in Fortnite and various other prominent characters in popular and independent video games, she used to have a more cautious stance on AI-generated voices but now has a more open-minded view.

Elmaleh, who leads SAG-AFTRA’s negotiation committee for interactive media, stated that there have been instances where game developers have utilized shortcuts that were exploitative and not agreed upon with the actors involved.

However, according to her, there are instances where the function of an AI voice is not apparent and is primarily utilized for refining a recording during the post-production phase, or altering the age of a character at a different point in their virtual existence.

Elmaleh stated that there are certain situations where, with the appropriate developer, they would be open to considering options or allowing the developer to propose them to an actor. The actor would then have the opportunity to assess if it could be carried out ethically and justly without taking advantage of them.

SAG-AFTRA has already made a deal with one AI voice company, Replica Studios, announced last month at the CES gadget show in Las Vegas. The agreement — which SAG-AFTRA President Fran Drescher described as “a great example of AI being done right” — enables major studios to work with unionized actors to create and license a digital replica of their voice. It sets terms that also allow performers to opt out of having their voices used in perpetuity.

According to Replica Studios CEO Shreyas Nivas, although many claim to prioritize ethics, the truth is that most people are not and a few are even using unauthorized voice data from the internet to train their AI systems.

Nivas stated that his company grants licenses for characters for a specific timeframe. In order to copy a voice, they will arrange a recording session and request the actor to speak a script in either their natural voice or the voice of the character they are portraying.

He stated that they have the power to decide whether or not to move forward with this. This will generate additional sources of income. We are not substituting the actors.

Replica Studios initially contacted Magee regarding his voice-over recording showcasing a Scottish accent. From his personal recording studio in Vancouver, British Columbia, he has gone on to produce various AI replicas and propose his own concepts for them. He records lines for each character with different emotions, including happiness, sadness, and battle stress. Each mood requires approximately 7,000 words and the completed audio collection consists of several hours of content encompassing all of a character’s variations.

After being duplicated, a subscriber who pays for Replica’s text-to-speech tool has the ability to make the voice say almost anything, as long as it follows specific rules.

According to Magee, this opportunity has allowed for various acting opportunities unrelated to AI, such as a part in the upcoming game Godsworn focused on strategy.

Zeke Alton, known for his work on over twelve characters in the popular Call of Duty game series, has not yet made a decision on providing his voice for an artificial intelligence replica. However, he acknowledges the potential appeal for studios looking to expand game franchises like Baldur’s Gate and Starfield, where players can immerse themselves in expansive, fantasy worlds and interact with various creatures such as elves, warlocks, and aliens.

Alton, a member of the SAG-AFTRA negotiating committee for interactive media, expressed concern about the feasibility of compensating every actor for their individual work in creating thousands of inhabited planets with sentient beings.

Alton is willing to use AI tools to lessen the physically demanding tasks involved in designing game characters. This includes the vocalizations and actions performed during battles, as well as the movements necessary for motion-capture scenes.

Alton expressed that he does not support the idea of banning AI. He believes that developers can still utilize AI to improve their games while also preserving the artistic abilities of human performers.

Source: wral.com