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Dialogue, voices, music, and effects

Sound is what turns a sequence of shots into a film. In runime, every project has a shared audio timeline that runs on the same clock as your shots, split into three tracks: **Dialogue**, **Music**, and **Effects**. Each character keeps one consistent voice for their whole story, dialogue can be spoken by characters or delivered by a single narrator, and you can layer music and sound effects anywhere you like. This article walks through how voices stay consistent, how to generate and edit dialogue, and how to build up the music and effects that sit underneath it.

Every character has one consistent voice

When runime designs a character, it also casts a fixed voice for them — a voice type, gender, age, accent, and energy chosen to fit who they are. That same voice is then reused for every line the character ever speaks, whether it is generated as an audio dialogue clip or matched to their lip movement on screen. This is what keeps a character sounding like themselves from the first scene to the last, instead of drifting into a different voice each time you generate.

Because the voice follows the character, you rarely have to think about it. Assign the right speaker to a dialogue clip and the correct voice comes with them automatically. Age matters here: a child is never cast with a deep, mature voice, so young and old characters read true to their age.

Generating spoken or narrated dialogue

You choose how your film talks up front with the Dialogue setting: Spoken (characters speak their own lines), Narrated (one narrator voice tells the story), or Silent (no dialogue at all — music and effects only). In Spoken and Narrated films, runime writes the lines into the timeline as dialogue clips, positioned under the shots they belong to and automatically kept in sync so speech never runs long or overlaps.

Double-click any dialogue clip to open its editor. There you can pick the speaking character (or Narrator for an off-screen voice), set the spoken language, and type the exact words to be voiced. Whatever you type is exactly what gets spoken — and you can shape the delivery by adding square-bracket tags such as [shouting], [whispers], [angry], or [sad] right before the words they colour. Press Generate to voice the line. Every time you regenerate, the previous version is kept as a take, so you can audition options and click any earlier take to make it active again without losing your work.

Act a line in your own voice

Sometimes you want an exact emotion that is hard to describe in text. For that, the dialogue editor has an Act it tab next to the usual From text tab. Record yourself saying the line the way you want it performed — with the timing, emphasis, and feeling you have in mind — and runime recasts your recording into the character's own voice while keeping your delivery. Your performance drives the line; only the timbre changes to match the character.

A short 3-2-1 countdown gives you time to get ready before recording starts, and the result arrives as a new take, so you can compare it against the text-generated versions and keep whichever sounds best. This is the easiest way to nail a laugh, a sigh, or a very specific line reading.

Layering music and sound effects

The Music and Effects tracks work the same way as dialogue, but you place them freely. Use the + button on a track to add a clip, then describe the sound you want in plain words — a mood for music, or an action for an effect (a door creak, footsteps, a distant crowd). runime turns your description into a fitting sound rather than reading your text aloud, and styles effects to match your film's tone: playful films get lighter, cartoon-like foley while tense films get serious, cinematic sound.

You don't have to create everything by hand. Each track has a Generate all button that produces every clip on it that doesn't have audio yet, running several at once up to your plan's limit — handy for filling in a whole film's score or effects in one pass. By default music and effects sit underneath dialogue in the mix, so speech always stays clear.

Arranging and mixing on the timeline

Because all three tracks share one clock with your shots, a clip at 00:08 plays under the shot that shows at 00:08. Drag a clip sideways to reposition it in time, drag it up or down to stack overlapping sounds into separate lanes, and drag its right edge to trim its length. Clips can't be dropped on top of each other — a moved clip slides until it butts up against its neighbour — and a clip can't be stretched past the real length of its audio. Dialogue clips reposition themselves to stay in sync, so you'll mostly arrange music and effects by hand.

Each clip's editor also gives you a volume fader and fade-in / fade-out handles, so you can duck a music bed under a line or gently open and close a cue. These levels are applied both while you preview and in the final export, so what you mix is what you get. To silence a whole track — say, to preview the picture without music — use the mute toggle next to the track name; right-click any clip for quick Edit, Copy, and Delete actions.