VOICES & NARRATION
System Overview
Every voice in RedCell, including the main character, is performed through Eleven Labs Speech to Speech and comped as dialogue. This page covers the in-game side: how a conversation starts, hands off between characters, and reacts to the speaker while the line plays. The voice design and radio processing behind the lines is on the Sound Design page.
Implemented in UE 5.8 · MetaSounds · Tick gated by playback
01 | Conversation Flow
Hand-Offs Driven by Playback
A trigger volume starts the conversation. Charlotte's line plays from an attached component, and her OnAudioFinished event hands off to the main character's response, spawned on the character's mesh through the same class override node that anchors the player's voice to the center channel on surround configurations. Two linked response lines run inside one MetaSound, with the second wave player started from a trigger delay so the timing between them is authored, not edited into the file.
02 | Head-Driven Directivity
A Voice That Turns Its Head
While the response plays, the character's head drives the sound. The trigger enables its tick only for the length of the line: each frame, a function library call takes the head socket's facing direction and dots it against the direction to the camera, and the result feeds a Facing parameter on the MetaSound. When the last line finishes, OnAudioFinished disables the tick again, so the cost exists only while someone is speaking.
03 | The Facing Filter
Directivity from Animation, Not a Plugin
Inside the graph, Facing maps to the cutoff of a one pole low pass, so the voice is open when the character faces the listener and darkens as the head turns away. It is the same directivity idea as a source dipole, driven from the animation instead of a plugin.
The voice design behind these lines is covered on the Sound Design page, and the center channel anchoring is part of the Foley System mix policy.