Exporting audio
There are two ways to get audio out of a project. Both deliver the same thing: the selected take of every line in every language, named by your file template.
| Method | Best for |
|---|---|
| Export ZIP | Handing files to an audio team or importing them by hand. |
| Engine plugin | Keeping a Unity, Unreal or Godot project in sync as lines change. |
Export ZIP
Press Export ZIP in the project toolbar. The download is named <project>-vo-<date>.zip and contains:
acteme.manifest.json
audio/
gate_ambush/
en-US/
gc_alert_01.wav
varga_wounded_01.wav
de-DE/
gc_alert_01.wav
varga_wounded_01.wav
no_scene/
en-US/
ui_confirm.wavLines without a selected take aren't included. If nothing has been rendered yet, the export tells you so instead of downloading an empty file.
ZIP exports are limited to 6 per minute; see the rate limits.
acteme.manifest.json
The manifest lists every file in the ZIP with its line key, character, language, style, take number, duration, size, format, sample rate and sha256 checksum.
{
"version": 1,
"generatedAt": "2026-10-09T12:00:00.000Z",
"project": { "id": "…", "name": "Ashfall", "slug": "ashfall", "locales": ["en-US", "de-DE"] },
"entries": [
{
"key": "varga_wounded_01",
"kind": "line",
"character": "Varga",
"locale": "en-US",
"file": "gate_ambush/en-US/varga_wounded_01.wav",
"style": "wounded, trying to sound calm",
"takeId": "…",
"takeNumber": 2,
"sha256": "…",
"durationMs": 2380,
"sizeBytes": 228524,
"format": "wav",
"sampleRate": 48000
}
]
}file is relative to the audio/ folder. Use the manifest to map line keys to files in your own tools, or to check which takes ship.
Keeping files in sync
A ZIP is a snapshot. For a game in production, where lines keep changing, an engine plugin is less work: it compares checksums and downloads only what changed.