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Optional, but it's what turns a good translation into a fully localized one. Audio Lab is where the game's voices get dubbed, line by line.

Audio Lab & voices

Optional, but it's what turns a good translation into a fully localized one. Audio Lab is where the game's voices get dubbed, line by line.

Dubbing is entirely optional. A text-only translation is already a complete, publishable thing, and most adaptations start (and many happily stay) that way. But hearing characters speak your language is a different level of immersion, and Audio Lab is the room where that happens: every voice clip in the game, lined up with its original audio and your translated script, waiting for a voice.

How dubbing works

The unit of work is the line: one spoken sentence or bark. Tranzio finds the voice clips inside the game's packed files, attaches each one to the script line it speaks, and lists them. You pick a line, record it, keep the take you like, and move on. Line by line, character by character, a dub grows.

VO_Ch02_Mira_014· 0:03.4
Wait. I have heard that voice before.
Dub
VO_Ch02_Mira_015· 0:02.1
Keep close to the wall.
Linked
CS_Ch02_Intro· 0:41.8
The harbour was quiet the night they came.(first of several)
6 subtitles
AMB_Harbour_loop.wem· 0:18.2
- no linked text -
Unlinked
The line list, with one line playing. Each row carries the clip name and length, the words it says, what state it's in, and its waveform.
  1. Scan audio

    Sweeps the game's packed files for voice clips and indexes every one it finds. Run it once per game; re-run it after the game updates.

  2. Link texts

    Attaches each clip to the script line it speaks, so you can read the words while you record. Most clips link automatically; the rest you point at by hand.

  3. The labels rail

    Your characters, down the left. Labels are shared with the Translate page, so tagging a line as Mira in either place groups her voice clips here, with her own dubbing progress.

  4. The audio editor

    Opening a line hands it to the multi-track editor: record as many takes as you like, trim them, shape the voice, and keep the best one.

There's no separate render step. The take you keep is stored as this line's override, and the Build page encodes it into the game's own audio format and packs it with the patch. Recording is shipping.

What the badges mean

Every row wears one badge, and it's the fastest way to read a game's audio at a glance. Sorting by status turns the list into a to-do queue: unlinked clips first if you're still matching, undubbed ones first if you're recording.

  • Unlinked
    The clip was found in the game, but no script line is attached to it yet.
  • Linked
    The clip says exactly one game string, so you can see the words while you record.
  • 6 subtitles
    One long clip that speaks several strings, like a cutscene stem read in one take.
  • Dub
    Your recording replaces this clip in the patch. This is a finished line.
  • AI
    A generated voice stands in for now. Worth a listen before you ship it.
The five states, using the real badges from the line list.

Games pack music, ambience, and sound effects in the same place as speech, so a scan turns up plenty that nobody should ever dub. Flag those as no dubbing needed and they drop out of your coverage, which stops a finished dub from reading as 40% done.

Working with the waveform

42% · click, drag, or use arrow keys to scrub

The waveform view used across Audio Lab. The filled part is played; click or drag anywhere to scrub. You'll live in this view while matching your takes to the original timing.

Matching lines to game audio

Behind every line is an audio file inside the game. Link texts matches them up for you, but a game that names its clips by number rather than by line leaves some to judgment, and that's where the file picker comes in:

  • VX_M02S08_88.wem

    /game/audio/voice/

  • VX_M02S08_89.wem

    /game/audio/voice/

  • ambient_rain.wem

    /game/audio/sfx/

Picking the game audio file a line belongs to. Voice files usually live together in a voice folder, with names that group by scene.

Some clips aren't one line at all. A cutscene is often shipped as a single stem that speaks half a scene, and Tranzio marks those as a passage with the number of subtitles they carry, so a long clip never looks like a mislinked line.

Where the game keeps its audio

Three arrangements, and you should not have to care which one your game uses. Many games keep each sound as its own file inside a pak, put there by audio middleware. Others use Unreal's own audio, where every sound lives inside an asset along with its sample rate and length. Tranzio lists both kinds together, plays both, and replaces both.

The third is a sound bank: one file holding hundreds or thousands of clips, each addressed by a number. Games built on FMOD work this way, and a single game can ship well over ten thousand clips in a couple of hundred banks. Tranzio opens the banks for you, so what you see on the Audio page is the clips, listed by the names the bank gives them, with the voice language read from the bank's own file name.

Clips in a sound bank can be listened to and matched to lines, but not yet replaced. Writing a bank back needs the studio tool the game was built with, which Tranzio does not have, so a dub recorded against one of these clips will not ship in a build. Text in such a game translates and builds normally.

The difference only shows up at build time, and only in what gets written. A standalone sound file is replaced with your take. A sound inside an asset can't be: the asset is rebuilt around your take instead, with its length and channel count corrected to match what you actually recorded. Either way the original files in your game folder are never touched, and your take is encoded into the format that game expects before it goes in.

One limit worth knowing: a very long sound is sometimes streamed from a separate file next to the asset, and those cannot be replaced yet. Tranzio leaves them out of the list rather than offering a dub it cannot deliver.

Recording a take

Opening a line hands it to the audio editor. Record, listen back, record again: takes stack up and cost nothing, so there's no reason to settle for the first one. When you have one you like, trim the silence off both ends and keep it.

Take 2 kept0:02.6

Trimmed to the words and saved as this line's dub.

One line, from the record button to the kept clip. Every raw take carries a breath at each end, and trimming to the words is what makes your delivery land where the original did.
In the editorWhat it's for
TakesEvery recording you make for this line, kept until you delete it. Only the one you select ships.
Trim and cutCut the silence off the ends, or drop a stumble out of the middle, without leaving the app.
Voice presetsA saved chain of effects (radio filter, room, a touch of compression) you can apply to every line a character speaks, so one voice sounds like one voice.
The original beside youThe game's own clip stays on screen, so you can hear the pacing you're matching and see whether your take runs long.

Length is the thing that catches people out. A dub that runs much longer than the clip it replaces can end up cut off or running over the next line, because the game's timing was built around the original. If your translation needs more syllables than the original, tighten the wording on the Translate page rather than rushing the delivery.

Bookmarks, for coming back to a clip

A take you want to redo, a line whose delivery you are unsure about, a clip you need to check against the scene: bookmark it from the player at the bottom of the page and it joins the Marks tab beside the labels. Clicking it there loads the clip again.

Like the ones on the Text page, these are private to this computer. They are never uploaded and never shared with the rest of the adaptation.

The Marks tab on the Audio page. Bookmarks are listed newest first and show the clip's filename.

Partial dubs are normal

Dubbing every line of a big game is a massive job, often thousands of lines. Coverage is counted per character, so you can see exactly where the effort went and where it still has to go.

Voice coverage3,148 / 3,944 dubbed80%
  • Mira1,840 / 1,840
  • The Keeper902 / 1,204
  • Dockhand118 / 612
  • Narrator288 / 288
Dubbing coverage by character, growing over a few sessions. Most teams finish one voice at a time rather than spreading thin, because a fully dubbed lead reads as a real dub while four half-dubbed characters read as broken.

Many teams dub only the main story first and ship the adaptation as Text + partial audio. That's completely fine, players appreciate it, and the game page's voice coverage numbers set expectations honestly. You can keep recording and publish the rest as updates.

Voice coverage shows up on your game page automatically, so players always know what to expect before installing. And if what you want to dub is a video (a trailer, a cutscene, a walkthrough) rather than in-game lines, that's a different room: Studio is built exactly for that.