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This research addresses the latency bottleneck in real-time game commentary by running LLM text generation parallel with speech playback, significantly reducing unnatural silences between utterances. The system buffers multiple candidate outputs to enable immediate synthesis at playback boundaries, improving rhythm similarity and user perception without relying on sequential processing pipelines.
Sursă care acoperăarXiv

Low-Latency Real-Time Audio Game Commentary System via LLM-Based Parallel Text Generation

arXiv2 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2606.13322v1 Announce Type: new Abstract: We present a low-latency real-time audio game commentary system that generates spoken commentary directly from live gameplay video. In this end-to-end setting, a key bottleneck is accumulated waiting time; conventional pipelines capture frames, generate text, and synthesize speech sequentially for each utterance, and do not request the next generation until speech playback has completed. This strict sequentiality causes long and unnatural silence between utterances. To address this latency bottleneck, our system runs text generation in parallel with speech playback and buffers multiple candidate utterances ahead of time, enabling immediate synthesis at playback boundaries. Experiments on fast-paced game videos show that our parallel design reduces the mean inter-utterance silence from 9.6 seconds to 0.3 seconds compared to sequential baselines. It also improves similarity to professional speaking--silence timing patterns by over 40 %, and a user study with 120 experienced game players confirms significantly improved perceived speaking rhythm. Our demo video is available at: https://youtu.be/pmrRUlvav8M.

Abstract:We present a low-latency real-time audio game commentary system that generates spoken commentary directly from live gameplay video. In this end-to-end setting, a key bottleneck is accumulated waiting time; conventional pipelines capture frames, generate text, and synthesize speech sequentially for each utterance, and do not request the next generation until speech playback has completed. This strict sequentiality causes long and unnatural silence between utterances. To address this latency bottleneck, our system runs text generation in parallel with speech playback and buffers multiple candidate utterances ahead of time, enabling immediate synthesis at playback boundaries. Experiments on fast-paced game videos show that our parallel design reduces the mean inter-utterance silence from 9.6 seconds to 0.3 seconds compared to sequential baselines. It also improves similarity to professional speaking--silence timing patterns by over 40 %, and a user study with 120 experienced game players confirms significantly improved perceived speaking rhythm. Our demo video is available at: this https URL.

Computation and Language (cs.CL)

arXiv:2606.13322 [cs.CL]

(or arXiv:2606.13322v1 [cs.CL] for this version)

https://doi.org/10.48550/arXiv.2606.13322 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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