The Choicer Voicer THE CHOICER VOICER

Guide · Pack Authoring

How to Build a Voice Pack for The Choicer Voicer

Updated August 28, 2026 · ~7 min read

The Choicer Voicer's pack system is famously low-effort. There is no modding tool, no JSON to hand-edit, no scripting required. You drop audio files into a folder, name them so the game reads them in the right order, and the engine picks them up as playable rounds. This guide walks through every step from recording the first clip to sharing a finished pack with your group.

What you need before you start

Step 1: Decide what kind of pack you are making

Pick the personality first. Meme lines, classic movie quotes, original character voices, your friend group's inside jokes: each has different recording constraints. A meme pack needs clean source audio. An inside-joke pack is mostly about capturing the room. A movie-line pack is short and well-timed. Decide before you record a single clip.

Step 2: Plan your clip list

Open a notes app and write down every line you are going to record. Aim for somewhere between 25 and 35 clips for a session-length pack. Each entry should be a single, short line, not a paragraph and not a story. If your list feels longer than 50, you are building a compilation rather than a pack, so trim ruthlessly.

Vary the emotional register too. If every clip is a high-energy yell, the session flatlines by round 10. Mix in whisper lines, confused lines, deadpan lines, and one or two genuine laughs. The pack should feel like a cast, not a single character.

Step 3: Set up your recording chain

Do a five-second test recording. Play it back. Listen for three problems in this order:

  1. Background noise: fridge, AC, street. Close the window, move away from the fridge, or schedule the recording for a quieter hour.
  2. Plosives: hard "p" and "b" sounds that punch the mic. Use the mic slightly off-axis (not directly in front of your mouth), or put a sock over it as a cheap pop filter.
  3. Clipping: distortion on the loudest words. Pull the input gain down about 20% and re-test.

Step 4: Record in batches, not all at once

Your voice changes across an hour. The first five clips will sound tighter than the last five. Record in batches of 8–10, take a five-minute break, do another batch. The pack will end up sounding more consistent.

For each clip, pause half a second before you start, deliver the line, and pause half a second after you stop. That dead air on both ends makes the clip easy to trim and keeps the engine from cutting off the first syllable.

Step 5: Edit, but don't over-polish

A Voice Pack is not a podcast. You want clean starts and ends, but you don't want to scrub every breath. A small amount of breath and room tone actually helps the audio analysis. Too clean and the mic input clips in odd ways.

Trim the head and tail of each clip so there is roughly 200 ms of silence on each side. That is enough buffer for the engine's lead-in without making the clip feel sluggish.

Step 6: Export at the right format

The Choicer Voicer reads standard audio formats. Stick to one format for the whole pack so the loading behavior is consistent. Recommended defaults:

Heads up on file size. Rough math: 30 clips averaging 5 seconds at 16-bit / 44.1 kHz mono comes out to around 13 MB uncompressed. Fine for sharing over chat. If you are posting it publicly, compress to .ogg at quality 4–5 and you will end up around 6–7 MB with no audible difference for this use case.

Step 7: Name your files so the engine reads them in order

The engine scans the folder alphabetically. Number your files with two-digit prefixes so the order is obvious. A simple convention:

The descriptive part of the filename is your own reference; players will never see it. Make it meaningful to you: 01-scream-but-tiny.ogg, 02-confused-greeting.ogg. When you revisit the pack in six months you will know which clip is which.

Step 8: Drop the folder into the pack directory

Each pack is its own subfolder inside the game's Voice Packs directory. Create a folder, name it after your pack (My Friend Group Vol 1), and put the audio files inside. Restart the game (or reload the pack list) and the pack will appear in the in-game browser.

If the pack does not show up, the most common cause is the folder sitting one level too deep. It has to be a direct child of the pack folder, not nested inside another subfolder.

Step 9: Play-test with friends

Before you share the pack, run it through one full session with at least two other people. They will catch things you miss: a line that sounds one way in your head but reads differently when you hear it mimicked back, a clip where your mic was at a weird angle, a name conflict with another pack.

Take notes on which clips flopped and which scored high. Re-record or trim the flops before you share. Do not try to fix everything. A pack that is "almost perfect but a little rough" plays better at 1 a.m. than one that is "studio-clean but boring."

Step 10: Ship it (or keep it private)

Inside-joke packs almost never make sense publicly, because the joke lives in the room. Keep those private. Original character packs and original meme-derivative packs can be shared freely. Public packs should ship with:

Adding community packs to the game

The build steps above are for packs you record yourself. Most players add community packs that other creators have already published, and that flow is even simpler. The question most people ask first is where the folder actually goes, and the answer is that you drop it into the same directory the game uses for Voice Packs, then restart the game.

In practice: download the pack, unzip it, drop the resulting folder into your Voice Packs directory. Restart the game (or reload the pack list if the build supports hot-reload). The new pack appears in the in-game browser alongside any packs you have built yourself. Most community packs come with a short README explaining the theme and clip count; read it if you want a head start on which voice the pack skews toward.

The thing that catches new players: the pack folder has to sit at the right depth. If you unzip into a nested folder structure (for example, dropping Pack Name/Pack Name/audio/01-... instead of Voice Packs/Pack Name/audio/01-...), the game does not pick it up. Move the inner folder up one level and reload.

If the pack still does not appear after a restart, two other things are worth checking. Make sure the folder contains the audio files directly (not nested under an extra subdirectory). And make sure the audio files use a format the engine reads: .ogg and .wav are the safe defaults. Files in .mp3 may load on the desktop build but usually fail silently in the browser build.

Common pitfalls to avoid

FAQ

Can I edit a pack after I have started using it?

Yes. Drop new clips in, restart the game, and the new ones show up alongside the old ones. If a clip is underperforming, remove the file and reload.

Do I need any particular DAW?

No. Audacity on Windows, Mac, or Linux, GarageBand on Mac, or any mobile recorder that exports WAV or OGG will work. The game does not care what you used to record.

Is there a pack size limit?

Practically no. The engine loads folders on demand. Very large packs (200+ clips) can take longer to scan, but for session-length packs under 50 clips you will not notice.

Can I share my pack on itch.io?

Yes, many community packs live there. Tag it appropriately so other players can find it. The developer links to good community packs from the official page when they can.

What the time investment actually looks like

Building a Voice Pack is one of the more satisfying ways to engage with The Choicer Voicer, mostly because it does not take much. You do not need a studio, a script, or anyone's permission. An hour, a quiet room, a list of 30 lines, and the engine does the rest. The pack you build will outlast any individual session. If you share it well, it may outlive your group too.

Need ideas for what to record? See Best Voice Packs for archetypes that hold a session together, or tips on scoring higher so you can hear your own pack the way the judges do.