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Voice Design. Live today.

Character voice

You can design a pirate voice with one prompt

Describe the character, the age range and the delivery in one sentence. Gradium returns a voice id you call from the API or the SDK, with no actor, no session fee and no licensing. The prompt below is the one that produced the voice in the sample.

Hear it

  • PirateEnglish · Bristol
    0:00

    Listen here, ye sea-bitten scallywags. We've sailed through the devil's own squalls and danced with the Kraken itself, but the prize that lies beyond that reef is worth every drop of sweat and blood.

The prompt
that produced it

A gruff Bristolian English male pirate voice, 45 to 60, for game and character narration: weathered low pitch, gravelly timbre with heavy vocal fry, strong projection, at a steady, unhurried pace, boisterous and commanding energy.

This exact wording produced the voice in the sample above. Change any part of it and the voice changes with it.

Pitch1/5
lowhigh
Pace2/5
slowfast
Energy5/5
calmboisterous

This prompt
in four styles

A prompt is built from parts: the age, then pitch, texture, projection, pace and energy. Change one part and you get a variation. These are starting points to adapt, not finished prompts.

Pitch 1 · Pace 2 · Energy 5

The prompt as written. Low pitch, unhurried pace, boisterous energy, and the vocal fry carrying the weathering.

A Bristolian English male voice, 45 to 60, for game and character narration: gruff, with weathered low pitch, steady, unhurried pace, boisterous and commanding energy, gravelly timbre with heavy vocal fry and strong projection.

Copy this as it stands.

What this prompt
is actually doing

Five things worth copying into any character voice, and the reasons they are in this prompt rather than left to chance.

Name the region, not the trope
This prompt asks for Bristolian English, not for a pirate accent. The stage-pirate voice is really a West Country one, and naming an actual place gives the model something acoustic to aim at. Asking for a pirate accent instead gets you an impression of an impression, which falls apart the moment the script says anything ordinary.
Vocal fry is the texture doing the work
Gravelly timbre with heavy vocal fry is what reads as weathered. It is a texture instruction rather than an emotion, which matters because textures hold across a long script while emotions drift. If a character voice sounds right for one line and wrong for the next, the prompt is usually carrying emotion where it should carry texture.
Projection is not volume
Strong projection asks for the posture of someone filling a room, not for a louder file. Loudness is a mastering decision made after generation; projection changes how the voice is produced, which is audible in the resonance even at low volume.
Energy 5 needs pace 2 to stay intelligible
The pitch/pace/energy triplet here is 1/2/5, and the low pace is not incidental. Boisterous energy at a fast pace turns into shouting and loses consonants; keeping the pace unhurried is what lets the energy read as commanding rather than frantic. This is the most useful thing to copy from this prompt into any other character voice.
Character voices need an audition script with range
The showcase script is deliberately theatrical, but a character voice you intend to ship should also be auditioned on something flat and administrative. A pirate voice reading a menu is how you find out whether you have a voice or a performance.

The prompt,
and where it goes wrong

The method behind the prompt: what each clause does, what breaks it, and what it was tested on.

Questions?
Answered

Design your own
character voice

A designed voice is a normal voice id: same endpoints, same SDK, same latency as any library voice. Every voice we ship clears blind listener comparison and an ELO ranking first, because roughly one candidate in a thousand has it.

Paste the prompt, change the parts that matter to you, and generate. No casting call, no session fee, no licensing.