Acoustic Pairing of Original and Dubbed Voices in the Context of Video Game Localization

Adrien Gresse, Mickael Rouvier, Richard Dufour, Vincent Labatut, Jean-Fran├žois Bonastre


The aim of this research work is the development of an automatic voice recommendation system for assisted voice casting. In this article, we propose preliminary work on acoustic pairing of original and dubbed voices. The voice segments are taken from a video game released in two different languages. The paired voice segments come from different languages but belong to the same video game character. Our wish is to exploit the relationship between a set of paired segments in order to model the perceptual aspects of a given character depending on the target language. We use a state-of-the-art approach in speaker recognition ( i.e. based on the paradigm i-vector/PLDA). We first evaluate pairs of i-vectors using two different acoustic spaces, one for each of the targeted languages. Secondly, we perform a transformation in order to project the source-language i-vector into the target language. The results showed that this latest approach is able to improve significantly the accuracy. Finally, we challenge the system ability to model the latent information that holds the video-game character independently of the speaker, the linguistic content and the language.


 DOI: 10.21437/Interspeech.2017-1311

Cite as: Gresse, A., Rouvier, M., Dufour, R., Labatut, V., Bonastre, J. (2017) Acoustic Pairing of Original and Dubbed Voices in the Context of Video Game Localization. Proc. Interspeech 2017, 2839-2843, DOI: 10.21437/Interspeech.2017-1311.


@inproceedings{Gresse2017,
  author={Adrien Gresse and Mickael Rouvier and Richard Dufour and Vincent Labatut and Jean-Fran├žois Bonastre},
  title={Acoustic Pairing of Original and Dubbed Voices in the Context of Video Game Localization},
  year=2017,
  booktitle={Proc. Interspeech 2017},
  pages={2839--2843},
  doi={10.21437/Interspeech.2017-1311},
  url={http://dx.doi.org/10.21437/Interspeech.2017-1311}
}