This free tool lets you create and download text-to-speech .wav files that you can use in your GB Studio or similar project.

How to use the tool

  1. Type in the text you want as robot voice output
  2. Choose a voice
  3. Change the speed and pitch if needed
  4. Download the .wav file

Convert pre-recorded .wav files

  1. Click the "Drop or click to upload .wav" button
  2. Choose your wav file (max of 3s in length)
  3. Click "Convert & Download"

How to use the .wav files in GB Studio:

  1. place the downloaded .wav files in your assets/sounds/ folder 
  2. use the "Play Sound Effect" script and chose your file

License

The tool uses https://github.com/espeak-ng/espeak-ng under the hood to create the text-to-speech files.

Generated files may be used for personal or commercial projects

StatusReleased
CategoryTool
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(4 total ratings)
Author2nd Law Games
Made withGB Studio
Average sessionA few seconds
LanguagesEnglish
InputsKeyboard, Mouse
ContentNo generative AI was used

Development log

Comments

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(+1)

very helpful,, thank you!! i couldnt get the sound effect i was trying to use to work even though i followed the audacity conversion steps exactly but kept getting errors while building the rom, but this tool did the trick!

glad it helped :) 

(1 edit)

Added a clip to my GB game, and I'm getting a high tone off the WAV. Do I just have to live with that? Is there a way for your program to export to VGM, or is that just too simple for this? Just curious, I'm new to all of this. (A whisper voice would be a nice option)

that high pitch is unfortunately something you have to live with in some emulators. Like the one GB Studio uses. On others, like Sameboy, and on most actual hardware, it will not be a thing

Sounds good, thank you!

Thank you for not using generative AI in this project! 

I love your projects. I'm looking forward to the final release of Self-Simulated!

(3 edits) (+3)

I'll never use generative AI for anything in any game I create. So no assets, images, sounds or anything that the player can see or hear in my games will ever be created by AI. I prefer working with real artists or do the stuff myself. So for Self Simulated and all it's spinoffs and prequels and maybe sequels, I usually work together with Beatscribe for music and sound effects and 2bitcrook for helping me with certain pixel art tasks. And for covers for the games I work with real artists as well. 

The quality AND creativity a human is able to put out is far and beyond the slop any AI can do so far.

However, as a web developer, I use AI for coding on a daily basis to debug code, test code, help with functions or help with coding languages I'm not fluent in, which is pretty much the absolute norm in web development and many other parts of development. I guess AI is more accepted in coding, because code isn't art. Though you also have to know how to handle it, as AI in coding will produce unusable code within minutes if you don't know how the code should look like.
But also also: I don't do full blown vibe coding either! 

But again, generative AI isn't anything I want to touch/use for any create product (like games) that I create. That stuff just suck.

(+2)

Super cool!  This is a great tool.  Thanks for making it available.

at your service! <3

(+2)

Omd finally no static when wav!!!

(+2)

lovely, isn't it?! :D 

Hell yea! thanks!!!

(1 edit) (+1)

go get those cleaner Slipknot bangers out to the world mate!

Nothing here ??

up again :) 

thanks 

is there way to preview the sound?

yeh that bugged me as well! Added preview and tabs to separate the two functions.

I'm now working on adding more actual variations in the voices, not pitch-variations