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Who this is for: FNF fans, aspiring game modders, and music enthusiasts wanting to personalize their gaming experience.
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Understanding FNF Voice Creation Basics
Creating custom voices for Friday Night Funkin involves working with chromatic scales – essentially musical note samples that the game uses to generate singing voices. You’ll need audio editing software like Audacity (free) or FL Studio, plus some basic understanding of musical notes and file formats.
Recording Your Voice Samples
Start by recording yourself singing each musical note clearly. Sing “ah,” “eh,” or “oh” sounds for each note from C3 to C6 – that’s about 36 individual notes. Keep each recording clean, around 1-2 seconds long, and maintain consistent volume levels. Record in a quiet space to avoid background noise that could interfere with the final result.
Processing and Editing Audio Files
Import your recordings into your audio editor and trim each note to remove silence at the beginning and end. Apply noise reduction if needed, then normalize the volume so all notes sound equally loud. Export each note as a separate WAV file, naming them according to their musical note (like “C3.wav,” “D3.wav,” etc.).
Converting to FNF Format
Friday Night Funkin uses OGG audio files, so convert your WAV files accordingly. You’ll also need to create an XML file that tells the game how to use your voice samples. This XML contains timing information and note mappings that sync your voice with the gameplay.
Testing Your Custom Voice
Place your audio files and XML in the game’s assets folder, then test by playing songs to hear how your voice sounds. You might need to adjust timing, pitch, or volume levels based on how it performs in actual gameplay. Fine-tuning often takes several iterations to get right.
Want to experience the rhythm and creativity that makes voice modding so appealing? Try the original game that started this amazing modding community.
TL;DR
Create custom FNF voices by recording individual musical notes, editing them in audio software, converting to OGG format, and creating XML mapping files for the game.
