What problem does it solve? Picking and configuring the right text-to-speech voice for game characters is error-prone: there is no voice catalog tool, wrong voice ids cause provider errors, and inconsistent casting breaks immersion. This Skill guides the deliberate selection, locking, and tuning of ElevenLabs voices for NPC barks, narration, and dialogue. ## Core Features & Use Cases - Voice sourcing and locking: Sources a voiceId from the user or a project cast bible, applies a character-to-voice decision tree by archetype, and locks assignments in .summer/memory/casting/voices.md. - Delivery tuning: Maps delivery styles (calm narration, combat bark, robotic, scared) to ElevenLabs voiceSettings parameters like stability, similarityBoost, style, and speed. - Multi-speaker dialogue: Uses the text_to_dialogue capability with a flat inputs array of text and voiceId pairs to produce a single MP3 with dialogue-aware pacing. - Engine wiring: Imports generated audio into the project and wires it to an AudioStreamPlayer on the Voice bus with music ducking. - Use Case: Give a gruff blacksmith NPC a consistent voice across all his lines, generate three bark variants, and wire them into the scene so music ducks when he speaks. ## Quick Start Generate a TTS voice line for my NPC guard saying "Halt, who goes there" with a gruff middle-aged male voice and wire it into the scene on the Voice bus.