SceneMixer: a library voice matched to the character
A short matching pass picks a preset voice for a character, a sample can be played before choosing, and once attached the preset is used as reference audio on every shot that character speaks in. The voice lives on the character; the production never handles the clip. From 3 source pages, read 2026-09-12 to 2026-10-13; no maker pays to be listed.
| What the documentation settles | What it leaves to a take |
|---|---|
| A matched preset is used as reference audio on every shot the character speaks in | How many voices the library holds |
| Without a match, a voice written in words is what the model performs, and can vary slightly per shot | How closely a described voice holds across a long series |
| Dialogue is set per project to any of fifteen languages, with Cantonese a sixteenth | Whether every preset speaks every one of those languages |
Inclusion rule. Only statements found on the vendor page named in the caption, and only ones bearing on this one field. Nothing here is filled in from generated output. Order. In the order the statements arrive on the vendor's page.
1Two defaults, and the one that holds
The documentation is candid that the default arrangement is weaker. A voice written in words is performed as described, costs nothing and can land slightly differently from one shot to the next. Matching a preset is what makes a voice hold across an episode, and the guide says so in those terms rather than leaving the reader to infer it.
That is the useful kind of statement for this column: it names which of two routes persists and which does not, instead of describing both as consistent.
2Selection is documented as well as persistence
Most entries that keep a voice on a character say nothing about choosing it. Here every preset has a sample that can be played in the picker, matching and rematching are free, and a change takes effect on the next shot generated while finished segments keep the voice they were shot with.
A recording the user uploads is handled the same way as a matched preset and is not overwritten by later matching. The compliance guide still sets the boundary on whose voice may be uploaded.
3The others where a voice exists before any shot does
Four more entries let a voice outlast a call. Two others keep it on a character object; two create a voice object with an id, which a production has to attach itself.
- HeyGen — on a stored clone.
- Kling AI — on the element.
- LTX Studio — on the character element.
- Runway — on a stored voice.
- Per-character bindingA voice matched to a character from the built-in preset library is used as reference audio on every shot that character speaks ina matched preset kept on the character
- Voice sourceThe guide tells users to use a preset voice library or their own recordingstwo routes named
- LanguagesDialogue is set per project to any of 15 languages, with Cantonese a 16th for dialogue onlya named list of 15
4Sources
Read from the languages guide at scenemixer.com on 2026-09-12. The same column across every entry is on per-character binding; everything this vendor publishes about speech is on SceneMixer. What counts as documented is on how read.