EA Player-Voiced Character Patent: Sim Racing Potential?

EA player-voiced character patent.jpg
An EA patent enabling player-voiced characters was recently unearthed. An interesting piece of tech, let’s look into its sim racing potential for both F1 and WRC game series.

A few weeks ago, gaming site VeryAli Gaming stumbled upon a new EA patent with great potential. Essentially, it allows players to easily voice characters in games.

Whilst many will agree that hearing one’s own voice is not the most pleasing experience, the find has brought about good discussion on social media. One can certainly see the potential for player-voiced characters in games. Moreover, the sim racing applications of such tech appear to be abundant.

How Does the EA Voice Patent Work?​

Much like most patents, this new voice development by EA is very complicated. It involves a series of diagrams, plenty of technical wording and requires knowledge of audio engineering to truly understand.

However, the brief according to the patent abstract reads, “A computer-implemented method of generating speech audio in a video game is provided. The method includes inputting, into a synthesiser module, input data that represents speech content.”


In layman’s terms, the game’s player will input a pre-determined amount of data, by speaking into a microphone. The software will then use this data and run it through a synthesiser module to create a basic acoustic code. This will contain information relating to one’s speech cadence, volume, intonation and accent.

From there, a voice converter should be able to transform that basic code into any phrase or sound. Typically, the voice recording process for games requires endless recordings of different words. But with this process, even players themselves can easily voice characters with a few short sentences.

Whilst this patent allows for player-voiced characters in a variety of games, it also allows developers like EA to spend less time, money and effort on audio recordings. As a result, many online have raised concerns about EA reducing voice actor costs. In fact, the general consensus is that players should not have to voice characters in games. However, there are benefits.

Custom Voices in Sim Racing​

Of course, the patent is sure to ruffle some feathers for those that make a living out of voicing games. Time spent in a studio could go down from several weeks to an hour or so. But overlooking the clear dangers of such tech, there is a plethora of fantastic possibilities for the patent.

EA Sports WRC could benefit from the AI voice patent.jpg


Custom EA Sports Game Commentary​

In recent editions, Formula One games have seen a greater presence of commentators such as David Croft and Anthony Davidson from Sky Sports. Interviews with the pair often highlight the amount of time talent must spend voicing every variation of name available in the likes of F1 23. From nicknames to every first name under the sun, you will surely find the right wording for you.

But with this new EA voice patent, the development team could well cut the talent’s studio time incredibly. Furthermore, despite spending less time recording words, games could feature a larger variety of names. Simply type in the way you would like to be called and the software could easily recreate that with the voice of your favourite commentator.

The applications for this player-voiced character patent do not limit themselves to the F1 games. In fact, the developer recently released EA Sports WRC. Much like the F1 games, the commentary in this new game would benefit from livening up thanks to this latest development.

Live Through Your Character​

Elsewhere, F1 23 saw the player’s character finally gain a sense of life. After a race, the driver jumps on the radio button to celebrate with the team. Now, imagine if that celebration was always different, in the player’s own voice. Sure, one could simply shout out in real life. But to hear the F1 broadcast jingle followed by the player’s voice thanking the team, or referencing a moment in the race is a fun prospect.


Custom Race Engineer or Co-Driver?​

In both series of games, one frequently hears the voice of a driver’s closest companion. In the rally title, the co-driver’s voice is endless. Meanwhile, Mark Priestley as the F1 23 race engineer often appears. EA could use this tech to give players more character choice for these roles.

Prefer a female Race Engineer? Go ahead. Do you want Mark to tell you how good you’re driving? Input the text!

But in addition, one could see this tech being used by the player to input other famous voices. One thing is certain, die-hard fans will find a way to integrate their favourite race engineers and co-drivers into the games. For instance, who else is thinking of picking up interviews of Nigel Mansell to create a custom F1 23 race engineer with his unique dulcet tones?

How would you use this new EA patent for player-voiced characters in games? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

This could be useful for content creators. There are probably lots of clever ways people could use this in gaming videos and whatnot.
 
I absolutely do not want to hear my own voice in games. But nothing against it for those who wants.
 
Having quickly glanced the patent, it seems like the main purpose is for creating "voice skins" in, for example, MMO games, e.g. if you character is an Ork it'll transform your voice to sound like an Ork.

Another benefit is lower network bandwidth requirements. The whole encoding process reminds me of how modern mobile phone networks work - instead of directly transfering the digitized recording of a voice over the network, only extracted and encoded parameters are sent and then used the resynthesize the audio at the receiver side.
 
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It is obviously inspired by the technology built to restore a human voice to people who lost theirs, made famous by Val Kilmer (unfortunately not everyone has thought to record one's own voice before getting hard surgery). Good technology made to cut costs in the entertainment industry and to an extent, made to grnerate content without any work and human artistic, input. It has already be done by an infamous youtuber who tried to fill arpund 20 channels with AI generated content using gis onw voice and a cartoon of himself. 0 work lots of money. By chance his own audience rejected that, as he had been transparent about that. Other channels may alrzady be broadcadting content with deep fake technology, a step further.

Obviously with this technology aims to input voiced dialogues into gapes at low costs. Why not replacing the usual bad acting by low cost bad acting ? You don't even need a real voice, indy games already do that. They would not have voiced dialogues without that kind of technology. The question is about the tone and dialigues delivery, but I'm absolutely confident, i will, or it is already, just 1 few parameters to implement. It won't be perfect but ot worse than the usual bad acting in games.

If EA wants to go this way, cutting down opportunities for actors (or on the contrary more opportunities but shorter ones, depending on how this will be negociated by syndicates), I'm in if the savings are used to make better games. If this is just to increase margins, well, just no.

This should be used for games which would never have had voiced dialogues, lackkng the budget. Unfortunately, no one will draw the line between these games and those which have the budget to pay actors and be solid experiences. And, as games, especialmy the big ones, are rarely solid experiences at launch or forever, it will be always easy to consider the costs reduction is necessart to create a better experiences. As always, we, consumers, are the only one with the power to say no, just by stopping buying bad experiences. I wonder why so much people are playing and praising EA's WRC title. It seems to be a good game but a bad experience. Negative feedbacks are all over the internet, on Steam (I don't know how Steam rate it with general positive reviews because when I read users reviews around 40% of the most recent ones are negative). And still, most channels are praising the game. The only one who clearly stated it was a bad experience was our famous AC fanboy Gamermuscle. So if we keep on pqying for bad games, it is obvious this technology will be used just for cost reduction. People will lose job opportunities not for.others finding new opportunities (and for better games to be made), but just for increasing margins. And we will still get bad games. Bad games more profitable is what is announced.

Worse, why making any effort if the player is happy to implement his own voice and do the work himself??? These customers are willing to pay for garbage and to do the work for free, amazing!!!

At the end we'll get what we deserve. First act : not buying EA "early access" sports WRC.
 
My voice in game...well, depends on how it's implemented the feature. Surely, as someone else mentioned, better a real driver voice, maybe.
 
EA. They amuse me. I quit buying their games when they launched their own interface that I had to download and install to play a game that I bought on Steam. Same with Unisoft.

Now this. How very useful. Ha! I couldn't stand it. More gigabytes of downloading for something that I'll never use. There are quite a few games already that I won't buy because of their size. Developers seem to think that just because I have two huge SSDs, a gigantic high-speed mechanical drive, and two external hard drives, that I want to devote it all to their game.

And then there's the fact that not everyone lives downtown with unlimited fiber optic cable Internet.

And the games coming from the big studios/publishers these days has all the appeal of a sandwich made of bright orange American cheese slices on white bread with margarine. The good stuff these days comes from small studios and indie developers. The big dogs make the gaming equivalent of elevator music, very consistently.

Bloat bloat bloat! :p
 

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