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Automation Forge

Plugins / SpeechForge

2 plugins in this set.

Runs on hosted.

What it can talk to →

Every line in the game, spoken.

A voiced scene for cents — every line generated with character-level timing attached, priced before you commit, and cached so an unchanged script never pays twice.

What it does

01

Voice a whole script in one pass, on your own provider account

02

See the price of a run before a single line is generated

03

Re-run safely: unchanged lines are skipped, not re-bought

04

Get character-level timing with every take — dialogue times itself to its own audio

05

Keep your key yours: credentials live in the OS vault, and no tool can write or read them

Seen, not described

PlaceholderVideo: SpeechForge, in the editor, start to finishAssets A2 and A3 — one video per set, plus stills or GIFs per headline capability.

What it is

SpeechForge resolves the voice, prices the request, synthesizes, imports and caches. Timing data comes back attached to the wave, so a line can time itself to its own audio with no authoring.

It is standalone on purpose: no dialogue system, no subtitles, no gameplay framework. Binding it to a particular dialogue system is an add-on — which is why the same plugin serves a project built on something else entirely.

Pricing before committing matters here more than anywhere, because a loop over a script is the one place this family can spend real money quickly. So a run is costed first, and the cache means a second pass over an unchanged script spends nothing.

Measured on our own project

$0.35placeholder

to voice a 95-line scene from scratch

$0placeholder

a second pass over an unchanged script

What is in the set

2 plugins, and what each one is for.

Install what you need. A toolset can be deleted and the capability beside it behaves identically; a provider can be deleted and the core still loads, with one fewer option.

SpeechForge

Core

Resolve the voice, price it, synthesize, import, cache.

Open source · Fab

GitHub

SpeechForge Toolset

Agent toolset

Author banks, price them, generate, and manage graduation. Deliberately cannot write an API key, and cannot delete a voice on the provider.

Open source · Fab

GitHub

Chosen per asset, not per project

What it can talk to.

No stage hard-depends on a particular model, and every stage records what produced its output. A better model arrives as a config change, not a rewrite — today’s is the worst one this will ever run on.

ElevenLabs

Hosted

The rate we measured is about $100 per million characters — which is how a 95-line scene costs $0.35. The ledger records the model used per line.

You need

Your ElevenLabs account and key.

NVIDIA ACE and open-weight models

Hosted and local

Coming

Behind the same provider interface, exactly as local motion now sits beside hosted. The pipeline you build today keeps working when you switch.

Asked first

What studios ask about SpeechForge.

Whose account does it run on?

Yours. The plugin is free and generation runs on your own ElevenLabs account, at the provider’s rates. Your key is held in the OS vault, and no tool — human-driven or agent-driven — can write a credential or read one out.

How do I keep a loop from burning my quota?

Runs are priced before they commit, and a guard refuses to regenerate lines that already have audio. On our own project, a full re-run over 95 voiced lines touched none of them.

Can I get the same take twice?

You can prove two takes are identical; you cannot ask the provider for the same take again, because its seed is best-effort. The tooling is built around that: takes are cached, the cache is the source of truth, and no tool deletes a take.

What about my dialogue system?

SpeechForge stops at the wave and its timing, on purpose. Add-ons carry it the rest of the way — the Narrative Pro bridge casts speakers to voices, harvests every line in a dialogue, and writes the audio back onto the right node.