CV // LIVEThe Choicer Voicer Online
COMMUNITY PACK WORKSHOP // WEB COMPATIBILITY

How to make a Choicer Voicer pack

This is the cross-type pack map: choose Voice, Dub, or a studio customization pack, then keep its media and metadata in a testable original-format archive. The browser importer reads ZIP files locally, so you can validate a draft without publishing it.

Play Free Online
01

Map the pack type before you build

Use a Voice Pack for independent lines played in Standard Gameshow, a Dub Pack for a fixed scene timeline, and a customization pack for hosts, judges, players, menus, studios, or chatter. The type determines the required media and where the game applies it. This page covers the shared rules; use the focused Voice Pack guide when you are only recording Standard prompts.

02

Prepare supported audio and stable filenames

The web importer accepts WAV, MP3, and OGG clips. Give each line a distinct basename such as 01_intro or character_reply; a matching TXT, INI, CFG, or JSON companion file can provide its caption and metadata. If WAV, MP3, and OGG files share one basename, the importer deliberately chooses WAV, so avoid accidental duplicate exports.

03

Add captions, images, and pack identity

A plain text companion file can supply the spoken caption, while structured metadata can define caption, image, character, and timing fields. A same-named PNG, JPG, JPEG, or WebP image can illustrate a clip, and _pack_filler_image provides a fallback. Add _pack_info or config metadata for a stable title and author so the pack does not appear as an anonymous filename.

04

Build Dub timing deliberately

Each Dub line should include numeric dub_timestamps and, when useful, dub_characters. The browser also understands timestamps and characters aliases used by existing community formats. Put dub_video.ogv, dub_video.webm, or dub_video.mp4 at the pack root. An optional _backing_track audio file supplies scene sound underneath recorded voices.

05

Keep the ZIP clean and portable

Place one pack root inside the archive instead of wrapping it in several unrelated folders. Compilation ZIPs can contain multiple original packs_voice folders, but a focused archive is easier to diagnose and download. Remove editor caches, duplicate exports, and source project files. Before sharing, reopen the ZIP and check that filenames retain their extensions and capitalization.

06

Import and test locally before publishing

Open Pack Guides or Community Packs in the browser game, choose Upload Your Pack, and select the ZIP or extracted folder. Nothing is uploaded during parsing. Confirm the detected type, pack title, clip count, captions, artwork, and playable media. Test at least one complete Standard turn or one complete Dub scene, including replay and save controls.

07

Use the failure message as a structural check

No WAV, MP3, or OGG clips were found means the archive has no supported playable audio in the detected pack root. A Dub scene with no compatible video cannot provide the complete browser flow. If the wrong content type is detected, add the conventional config filename or distinctive asset names, then re-import a fresh ZIP rather than relying on a cached installation.

08

Publish with attribution and useful metadata

List the creator, source, content rating, language, approximate size, clip count, and whether the pack is Voice, Dub, or customization content. Use a representative cover that lets players inspect the actual subject. Only distribute media you are authorized to share, and label mature material so it can remain behind the Adult (18+) gate.

Frequently asked questions

Which audio formats work in browser packs?

The importer accepts WAV, MP3, and OGG audio. WAV takes priority when duplicate basenames exist.

Which video formats work for Dub Packs?

Use a root-level dub_video file in OGV, WebM, or MP4 format. Browser codec support still varies, so test the final archive in the target browser.

Can I test an unpacked folder?

Yes. The import dialog accepts either a ZIP archive or an extracted folder and parses both locally.

Do I need to upload a draft to test it?

No. Local import reads the archive in memory and stores the parsed pack in browser storage.

Why did the importer choose the wrong pack type?

Add conventional config files or recognizable asset names for the intended type, remove unrelated pack assets, and re-import the cleaned archive.