# Fighting Game Commentator with Pitch and Loudness Adjustment Utilizing Highlight Cues

arXiv: https://arxiv.org/abs/2108.08112 · HTML: https://mlsanity.com/paper/2108.08112/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 5 of its 19 references that are in the map.
- First posted on arXiv 18 Aug 2021.

## Builds on (most cited first, 5 of 5)

- [WaveNet: A Generative Model for Raw Audio](https://mlsanity.com/paper/1609.03499/) (2016)
- [Natural TTS Synthesis by Conditioning WaveNet on Mel Spectrogram Predictions](https://mlsanity.com/paper/1712.05884/) (2017)
- [Tacotron: Towards End-to-End Speech Synthesis](https://mlsanity.com/paper/1703.10135/) (2017)
- [Leveraging Contextual Cues for Generating Basketball Highlights](https://mlsanity.com/paper/1606.08955/) (2016)
- [Automated Let's Play Commentary](https://mlsanity.com/paper/1909.02195/) (2019)

## Built on by (most cited first, 4 of 4)

- [From Multimodal Perception to Strategic Reasoning: A Survey on AI-Generated Game Commentary](https://mlsanity.com/paper/2506.17294/) (2025)
- [CS-lol: a Dataset of Viewer Comment with Scene in E-sports Live-streaming](https://mlsanity.com/paper/2301.06876/) (2023)
- [Sentence Punctuation for Collaborative Commentary Generation in Esports Live-Streaming](https://mlsanity.com/paper/2110.12416/) (2021)
- [Low-Latency Real-Time Audio Game Commentary System via LLM-Based Parallel Text Generation](https://mlsanity.com/paper/2606.13322/) (2026)

## Abstract (arXiv)

This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch and loudness of commentary to be spoken by using a Text-to-Speech (TTS) technology. We investigate different designs for pitch and loudness adjustment. The proposed AI consists of two parts: a dynamic adjuster for controlling pitch and loudness of the TTS and a real-time game commentary generator. We conduct a pilot study on a fighting game, and our result shows that by adjusting the loudness significantly according to the level of game highlight, the entertainment of the gameplay can be enhanced.
