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audio
audio
transcription
string
text
string
language
string
voice_id
string
voice_actor
string
speaker_id
string
speaker_name
string
character_variant
string
medium
string
style
string
series
string
source_group
string
scene
string
duration_seconds
float64
sample_rate
int64
tags
list
event_tags
list
condition_tags
list
human_tags
list
auto_tags
list
human_reviewed
bool
from_quarantine
bool
parallel_group
string
emotion_notes
list
contamination
list
contamination_score
float64
measured_pauses
list
transcript_source
string
quality_tier
string
quality_flags
list
active_rms_dbfs
float64
peak_dbfs
float64
lufs
float64
clipped_samples
int64
speech_ratio
float64
lead_silence_s
float64
tail_silence_s
float64
internal_pause_max_s
float64
snr_est_db
float64
noise_floor_dbfs
float64
f0_median_hz
float64
f0_range_st
float64
voiced_ratio
float64
hnr_db
float64
bandwidth_roll995_hz
float64
spectral_tilt_db
float64
reverb_decay_db_per_s
float64
speaking_rate_units_per_s
float64
lexical_units
int64
speaker_similarity
float64
speaker_rival_similarity
float64
speaker_margin
float64
speaker_rival
string
alignment_coverage
float64
sha256
string
真っ暗な空間……?
真っ暗な空間……?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
1.79
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-30.99
-20.46
-35.36
0
0.4494
0.06
0.37
0.2
45.86
-80.27
242.5
7.02
0.907
13.51
1,523.4
-24.09
-488.9
7.459
6
0.0313
0.2043
-0.173
luka
0.715
8ebc9cbbe473f188f5dfb18cff26d5232ad6be79e55efef40fd5f1c089ef8d1f
それくらいは分かるみたいね、[pause]牧瀬紅莉栖?
それくらいは分かるみたいね、牧瀬紅莉栖?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
5.14
24,000
[ "[pause]" ]
[]
[]
[]
[ "[pause]" ]
false
false
null
[]
[]
0
[ { "at": 14, "duration_s": 1.28 } ]
game_script_bytecode
A
[]
-31.64
-19.88
-32.34
0
0.6109
0.08
0.68
1.12
49.79
-82.42
225.4
12.11
0.9161
12.03
5,507.8
-18.71
-49.3
5.732
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-0.0189
0.0973
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reyes
0.576
bdbabe09bdc608b6633a7cdc5690f057cdfeac76056ba95eccc5d07afd37b4d2
[sigh]
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS11A
1.846
24,000
[ "[sigh]" ]
[ "[sigh]" ]
[]
[]
[ "[sigh]" ]
false
true
null
[]
[]
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[]
game_script_bytecode
A
[]
-38.13
-23.45
-37.07
0
0.6739
0.08
0.526
0
33.66
-73.89
220.7
7.01
0.1322
10.01
10,160.2
-11.75
-57.6
0
0
-0.2672
0.3662
-0.6333
moeka
null
9922241cdb45513a42209802a94c6e65e023d87bee4445e121140fda42c2fb09
[singing] 指切~りげんまん ウソついたら~ 海馬に電極ぶっ刺す~ 指切った~
指切~りげんまん ウソついたら~ 海馬に電極ぶっ刺す~ 指切った~
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
anime
speech
Steins;Gate 0
anime:ja
sg0_08
8.53
24,000
[ "[singing]" ]
[]
[ "[singing]" ]
[ "[singing]" ]
[]
true
false
pg_00452
[]
[]
0
[]
manual_review
A
[]
-23.42
-10.78
-25.45
0
0.615
0.14
0.19
0.78
34.86
-59.73
285.7
18.29
0.9437
17.22
4,441.4
6.68
-278.8
5.719
30
0.2632
0.0473
0.2159
shiina_kagari
0.844
c760344548b1f17668a7c95fc5fef3e336f7e60e7a07036ff7b08a7c524feb1e
[breath]誰がムレムレだ!
誰がムレムレだ!
ja
ja
Asami Imai
kurisu
Makise Kurisu
amadeus
anime
speech
Cognitive Computing
anime:ja
cognitive_03
1.21
24,000
[ "[breath]" ]
[ "[breath]" ]
[]
[ "[breath]" ]
[]
true
false
null
[]
[]
0
[]
manual_review
B
[ "speech_at_edge" ]
-24.27
-10.45
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0
0.9333
0
0.09
0
22.32
-47.2
347.8
8.44
0.7143
8.17
4,324.2
-1.77
null
6.199
7
0.2487
0.1958
0.0529
nakase_katsumi
0.463
d74a432b245e936b365991b3dbba5b6d58b1321b376c29a13dd20220117df819
ATFの講演で私にちょっかいをかけてきた岡部と、[pause]色々あって仲良くなって……
ATFの講演で私にちょっかいをかけてきた岡部と、色々あって仲良くなって……
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
11.831
24,000
[ "[pause]" ]
[]
[]
[]
[ "[pause]" ]
false
false
null
[]
[]
0
[ { "at": 24, "duration_s": 1.28 } ]
game_script_bytecode
A
[]
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0.4484
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1.46
57.28
-90.63
271.2
15.03
0.7845
12.88
10,043
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6.409
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0.3204
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reyes
0.433
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あ…
あ…
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
anime
speech
Divide By Zero
anime:ja
missing_link
0.57
24,000
[]
[]
[]
[]
[]
true
false
pg_00000
[]
[]
0
[]
manual_review
A
[]
-34.16
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0.4643
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0.17
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1,710.9
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null
3.779
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shiina_mayuri
0.421
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ああっ はっ はっ
ああっ はっ はっ
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
anime
speech
Divide By Zero
anime:ja
missing_link
2.9
24,000
[]
[]
[]
[]
[]
true
false
pg_00009
[ "scared" ]
[]
0
[]
manual_review
B
[ "low_alignment_coverage" ]
-24.4
-10.3
-27.64
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0.3103
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0.66
64.65
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351.7
15.73
0.84
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tennouji_yugo
0.028
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うん… ええ でも すぐに かけ直してきてくれたじゃない 忘れちゃったの?
うん… ええ でも すぐに かけ直してきてくれたじゃない 忘れちゃったの?
ja
ja
Asami Imai
kurisu
Makise Kurisu
amadeus
anime
speech
Steins;Gate 0
anime:ja
sg0_04
7.56
24,000
[]
[]
[]
[]
[]
true
false
pg_00357
[]
[ "noise" ]
0
[]
manual_review
C
[ "nonspeech_contamination" ]
-28.27
-12.76
-29.02
0
0.463
0.14
0.2
1.08
53.84
-83.77
280.7
14.8
0.8065
10.06
10,359.4
-1.85
-281
8.571
30
0.6923
-0.0182
0.7105
tennouji_yugo
0.413
00923ad1713c6aeeda0b52b345fdb419ca6b29c04ed2b9cbdb0da939e8eb4999
そう……だった。人間が直接、過去に行けるわけじゃなかったけど、[pause]過去にメールを送ることができた……
そう……だった。人間が直接、過去に行けるわけじゃなかったけど、過去にメールを送ることができた……
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
13.265
24,000
[ "[pause]" ]
[]
[]
[]
[ "[pause]" ]
false
false
null
[]
[]
0
[ { "at": 31, "duration_s": 1.52 } ]
game_script_bytecode
A
[]
-31.96
-21.16
-33.61
0
0.4042
0.08
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2.22
55.22
-90.68
264.5
18.58
0.7611
13.41
10,746.1
-4.21
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7.647
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0.1611
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reyes
0.446
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えっ?
えっ?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
0.73
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
B
[ "low_alignment_coverage" ]
-38.77
-25.36
-40.54
0
0.5
0.2
0.15
0
38.56
-82.69
390.2
5.15
0.4324
7.87
7,628.9
11.49
null
5.479
2
-0.1706
0.2952
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luka
0.219
37a3a2952a36ac53a5f2cc6951186c49a3031e4684d66ce922d3fd2630e4f799
何処なの? ここは……
何処なの? ここは……
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
2.471
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-31.13
-19.75
-32.64
0
0.4146
0.04
0.171
1.06
55.65
-90.66
233.6
22.61
0.9293
13.64
1,253.9
-25.19
-426.9
6.833
7
0.0557
0.2361
-0.1805
luka
0.615
e3067b77e6fe2ba86af60d58cc4fba94251084c649292a34508fb4494592ca39
私……、どうしてここに?
私……、どうしてここに?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
5.131
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-34.16
-23.26
-36.16
0
0.3242
0.08
0.211
2.08
50.62
-90.66
250
15.55
0.6395
14.49
10,453.1
-7.34
-291.8
4.809
8
0.1245
0.3726
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moeka
0.327
87141761cc977b29b8d28c6f2e8fcf946c8a560165226abf7ca02145994ed020
あれ……、そもそも私……?
あれ……、そもそも私……?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
4.352
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-34.02
-21.89
-35.43
0
0.5069
0.08
0.212
0.98
51.39
-90.66
256
17.82
0.5929
17.53
10,195.3
-8.65
-359.4
3.173
7
0.0923
0.0918
0.0005
luka
0.423
3bc8ce32c6518df770e2a21751f4940e53c4aee82e731358fe5e942bec69bbf1
そもそも……、私は誰?
そもそも……、私は誰?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
4.098
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-34.42
-23.17
-35.86
0
0.4657
0.08
0.378
1.5
51.02
-90.63
254
14.25
0.665
14.65
10,324.2
-6.51
-99.1
3.668
7
0.0254
0.2882
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moeka
0.449
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また、岡部の悪ふざけじゃないでしょうね?
また、岡部の悪ふざけじゃないでしょうね?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
4.353
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-32.96
-19.28
-33.79
0
0.7281
0.06
0.133
0.82
36.9
-72.54
235.3
18.76
0.6925
9.17
10,277.3
-9.26
-661.3
5.679
18
0.2731
0.1531
0.12
kagari
0.551
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……って、あいつはこの手のことはしないか
……って、あいつはこの手のことはしないか
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
5.197
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-35.84
-22.5
-36.73
0
0.4903
0.04
0.257
1.86
52.82
-90.68
231.9
13.61
0.6364
7.5
11,343.8
0.26
-395.7
6.672
17
0.2035
0.1835
0.02
reyes
0.477
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あれ?
あれ?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
0.701
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-34.59
-23.23
-37.32
0
0.6286
0.06
0.181
0
25.84
-69.6
285.7
2.81
0.6596
16.17
1,312.5
-9.34
null
4.539
2
0.16
0.153
0.007
luka
0.342
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そうなってもその名前は覚えてるのね?
そうなってもその名前は覚えてるのね?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
4.41
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-29.43
-18.92
-30
0
0.6864
0.08
0.81
0.5
42.2
-71.85
254
21.29
0.9593
14.12
2,484.4
-17.09
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5.616
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0.266
0.1965
0.0695
maho
0.617
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わ……、私?
わ……、私?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
2.888
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
C
[ "speaker_outlier" ]
-36.63
-22.3
-36.82
0
0.3542
0.04
0.108
1.6
49.26
-90.69
340.4
4
0.4167
9.45
11,203.1
25.3
-245.9
1.955
2
-0.2845
0.2235
-0.508
faris
0.277
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牧瀬……、紅莉栖……!
牧瀬……、紅莉栖……!
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
2.868
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-34.25
-20.44
-34.91
0
0.4336
0.06
0.108
1.36
51.03
-90.66
242.4
16.86
0.472
13.12
11,296.9
4.2
-492.8
4.021
5
-0.0502
0.349
-0.3992
moeka
0.391
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それから……、あれ?
それから……、あれ?
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
3.909
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
B
[ "low_alignment_coverage" ]
-33.78
-18.78
-32.04
0
0.5385
0.06
0.209
1.4
52.64
-90.67
307.7
12.34
0.3692
5.95
8,625
3.17
-398.8
2.85
6
-0.0438
0.1877
-0.2315
luka
0.225
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どうしたのかしら? 分からないの? その後どうなったかが……
どうしたのかしら? 分からないの? その後どうなったかが……
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
6.46
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
A
[]
-30.74
-19.19
-31.63
0
0.5542
0.06
0.74
1.24
45.17
-77.96
238.8
10.95
0.9466
12.15
9,164.1
-11.49
-72.1
6.704
24
0.1546
0.2584
-0.1038
moeka
0.495
7b81ecdc89b77ea953362605e95863f1db69dceff2f37bbc4c6178a2be59797c
私、日本に来て……、パパに殺され……
私、日本に来て……、パパに殺され……
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS01A
6.939
24,000
[]
[]
[]
[]
[]
false
false
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ううん、違う! 大ビルの講演で、変な白衣の人に会って……
ううん、違う! 大ビルの講演で、変な白衣の人に会って……
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違う……。その白衣の人とは、パパに殺される前にも会ってて……
違う……。その白衣の人とは、パパに殺される前にも会ってて……
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Dメール……
Dメール……
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大分、思い出せたようね……
大分、思い出せたようね……
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なら、今は何をやっていたか……思い出せる?
なら、今は何をやっていたか……思い出せる?
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今……
今……
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その認識は正解とも言えるし、正解ではないとも言えるわ
その認識は正解とも言えるし、正解ではないとも言えるわ
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……正解ではない? [pause]間違っているとも言えるではないの?
……正解ではない? 間違っているとも言えるではないの?
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ふふ……。あなたらしいわね。言葉の正確な定義にこだわろうとする
ふふ……。あなたらしいわね。言葉の正確な定義にこだわろうとする
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交わす言葉が正確に定義されないなら、その言葉で伝達される事象にも齟齬が生じるわ。当然でしょう?
交わす言葉が正確に定義されないなら、その言葉で伝達される事象にも齟齬が生じるわ。当然でしょう?
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ええ、それでいいのよ。[pause]あなたはあなたらしくあればいい。[pause]これからあなたが体験する、ひとつの物語でも
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……物語?
……物語?
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そこまで深く気にする必要はないわよ。[pause]ただあるがままを受容すればいい。そしてあなたは、あなたのままでいればいい
そこまで深く気にする必要はないわよ。ただあるがままを受容すればいい。そしてあなたは、あなたのままでいればいい
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その物語はここから離れたら、もう覚えていることもできない蜃気楼か、さもなければ幻のようなものかもしれない
その物語はここから離れたら、もう覚えていることもできない蜃気楼か、さもなければ幻のようなものかもしれない
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もしかしたら、存在さえしなかったかもしれない、ひとつの可能性や幻想かもしれない……
もしかしたら、存在さえしなかったかもしれない、ひとつの可能性や幻想かもしれない……
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それでも、あなたがここに来てしまった以上、それを目の当たりにする権利と義務がある
それでも、あなたがここに来てしまった以上、それを目の当たりにする権利と義務がある
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……8月13日。2010年、8月13日14時6分。[pause]この物語は、そこから始まり――
……8月13日。2010年、8月13日14時6分。この物語は、そこから始まり――
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……同じ日の、17時34分に収束する
……同じ日の、17時34分に収束する
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えっ?
えっ?
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時の円環と歯車は……。無限の螺旋を描いてまたそこに戻る。[pause]永遠の連鎖が描く軌跡を、[pause]私は知っているはず……
時の円環と歯車は……。無限の螺旋を描いてまたそこに戻る。永遠の連鎖が描く軌跡を、私は知っているはず……
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だから、[pause]確認しなさい。[pause]そして、救うのよ……。ここでも
だから、確認しなさい。そして、救うのよ……。ここでも
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あなた自身を。……彼を
あなた自身を。……彼を
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ちょっと侍って、そんな一方的に……!
ちょっと侍って、そんな一方的に……!
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私たち、ひょっとすると、とんでもないものを作っちゃったかもしれない……
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岡部の意見は? ちなみに鳳凰院じゃなくて、岡部の意見ね
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バナナには、人間みたいに脳はないでしょ
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岡部、なにしてんのよ!?
岡部、なにしてんのよ!?
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今、壊そうとした?
今、壊そうとした?
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なにも、壊さなくたって……
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タイムリープはしない。そう決めたんだから、それでいいでしょ?
タイムリープはしない。そう決めたんだから、それでいいでしょ?
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顔色悪いな。[pause]どうしたのよ?
顔色悪いな。どうしたのよ?
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聞いてんの?
聞いてんの?
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あ、ちょっと!
あ、ちょっと!
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何処に……いるのよ。さすがに……、限界……
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ふむん……、ドクペは、入ってないか
ふむん……、ドクペは、入ってないか
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……ふぅっ
……ふぅっ
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何処に行ったのよ……、あいつ
何処に行ったのよ……、あいつ
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仲間だから……
仲間だから……
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ちょっとムカつく……
ちょっとムカつく……
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ひとりで抱え込んで悩んでないで、話してよ、私にも……。あんたは私の悩みを聞いてくれたじゃない
ひとりで抱え込んで悩んでないで、話してよ、私にも……。あんたは私の悩みを聞いてくれたじゃない
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もしもし……?
もしもし……?
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分かった。お願い
分かった。お願い
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どういうことですか?
どういうことですか?
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まゆり……、橋田……
まゆり……、橋田……
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岡部……
岡部……
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[sigh]
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私は……、結局なにもできやしないまま……
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そう……、そうだわ!
そう……、そうだわ!
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今日……、確か教授の講演会の日だ
今日……、確か教授の講演会の日だ
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なんてこと……、どうして、こんなタイミングに……
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問題は、どうすればその原因を特定できるのか……。どうすれば、それを取り除けるのか……
問題は、どうすればその原因を特定できるのか……。どうすれば、それを取り除けるのか……
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……どうしたらいいの?
……どうしたらいいの?
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……出ない、か。そうよね。当然よね、こんな時間に。――[pause]それとも、私だからかしら?
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……岡部
……岡部
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岡部、……ごめんなさい
岡部、……ごめんなさい
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なにが……、天才よ……。私なんて……
なにが……、天才よ……。私なんて……
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ごめんなさい……。私、こんなにも無力だ。なにもできない……
ごめんなさい……。私、こんなにも無力だ。なにもできない……
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ダメ……、嘆くな。辛いのは――一番辛いのは、岡部なんだから。私がここで泣いちゃ……
ダメ……、嘆くな。辛いのは――一番辛いのは、岡部なんだから。私がここで泣いちゃ……
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……ダメね
……ダメね
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いずれにせよ、岡部への負担が大きすぎる。……何か他の手を考えなくちゃ
いずれにせよ、岡部への負担が大きすぎる。……何か他の手を考えなくちゃ
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あんたの顔を見たお陰かもね、岡部
あんたの顔を見たお陰かもね、岡部
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……戻った方が良さそうね。一眠りして、状況を改善するためのアイデアを考えなきゃ
……戻った方が良さそうね。一眠りして、状況を改善するためのアイデアを考えなきゃ
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おはようございます。あの……、どんな状況ですか?
おはようございます。あの……、どんな状況ですか?
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……おじさま
……おじさま
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そんな……、そんな……
そんな……、そんな……
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岡部っ!
岡部っ!
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岡部!
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やめて、岡部! このままじゃ……、このままじゃ、岡部が! 岡部自身が壊れちゃう!
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岡部……、岡部……岡部……
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8b379dc64dd2e9d21f6113d2208e044f92e059ec717dbc5eeb3c0fc6609f1eec
[sigh]
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS12A
1
24,000
[ "[sigh]" ]
[ "[sigh]" ]
[]
[]
[ "[sigh]" ]
false
true
null
[]
[]
0
[]
game_script_bytecode
A
[]
-35.31
-22.3
-37.27
0
0.54
0.1
0.26
0
28.49
-70.76
280.7
17.61
0.4909
3.37
7,921.9
-3.08
-292.6
0
0
-0.2028
0.3242
-0.527
moeka
null
9aadab1cfc2d49288bbfd238dcfa770ecc0d20e125eea75afa1ac73672dcfd15
……パ、パパ
……パ、パパ
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS12A
2.293
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
B
[ "low_alignment_coverage" ]
-36.47
-21.84
-41.06
0
0.1754
0.06
0.173
1.58
53.09
-91.07
307.7
18.53
0.5957
1.73
9,527.3
-3.36
-366.2
7.459
3
-0.2676
0.2694
-0.5369
moeka
0.209
8b6ecb0eb2b6f2ef9544fd4099e1a94e5fa74d0cb1e0de09abe8cb5ae0f5b769
お願いっ! パパ、岡部を! 岡部を助けて! 岡部をっ、……おかっ! ……パパぁ
お願いっ! パパ、岡部を! 岡部を助けて! 岡部をっ、……おかっ! ……パパぁ
ja
ja
Asami Imai
kurisu
Makise Kurisu
kurisu
game
speech
PHENO
game:PHENO
SGFD2_CRS12A
13.782
24,000
[]
[]
[]
[]
[]
false
false
null
[]
[]
0
[]
game_script_bytecode
C
[ "speaker_outlier" ]
-27.16
-9.78
-27.94
0
0.5675
0.06
0.102
0.62
34.81
-65.09
333.3
12.75
0.6949
4.22
7,945.3
24.17
-384.4
3.196
25
-0.3841
0.2413
-0.6254
mayuri
0.313
9bf72a254ac278749b649967ec78dd773b6780931708cf3a51a04b63e8e82382
End of preview. Expand in Data Studio

Makise Kurisu Multilingual Voice Dataset

13,999 labelled clips (17.1423 hours) of Makise Kurisu, including the Amadeus Kurisu variant, in six languages, cut from the STEINS;GATE games, the anime, and three character songs.

Every clip carries the transcript, a measured acoustic profile, an independent speaker-identity check, and — where it could be earned rather than guessed — an expressive tag. This is an unofficial, fan-made dataset with no affiliation to the STEINS;GATE rights holders.

Read this first: six languages means six performers

speaker_id is kurisu for every row because the character is the same. The voice is not. Each dub was recorded by a different actor, so a model trained on all six rows at once will learn a blend of six people.

Language Performer Clips Hours
Japanese (ja) Asami Imai 10,039 11.914
English (en) Trina Nishimura 1,485 1.95
Spanish (es) Spanish dub cast 775 0.971
German (de) German dub cast 735 0.968
French (fr) French dub cast 591 0.862
Chinese (zh) Chinese dub cast 374 0.479

Filter on voice_id (or equivalently language) for single-speaker training. Japanese covers games, anime and songs and is by far the largest single voice.

Summary

Property Value
Clips 13,999
Duration 17.1423 h
Languages 6
Audio WAV PCM 16-bit, mono, 24 kHz
Character variants kurisu 12,521 · amadeus 1,478
Clips carrying an expressive tag 1,309 (9.4%)
Cross-lingual parallel lines 5,124 clips in 1,497 groups
Human-reviewed clips 1,475
Median / p05 / p95 duration 3.552 s / 0.81 s / 11.001 s

Splits

Split Clips Hours
train 12,832 15.8493
validation 607 0.6627
test 560 0.6303

Splits are cut between performances, not between files. Whole episodes and whole game scenario files move together across all six languages, every cross-lingual parallel line stays on one side, and any line whose lexical content repeats within a language is bound to a single split — which matters here because RE:BOOT re-records thousands of STEINS;GATE script lines.

Verified on the published files: 0 substantive lines shared between train and validation, 0 between train and test, 0 parallel groups straddling a boundary, across 344 leakage components.

Sources

Source Clips
SGRE 2,868
SG 2,837
PHENO 1,746
Steins;Gate 1,661
SG0 908
Steins;Gate 0 765
Steins;Gate German Dub 735
Steins;Gate Spanish Dub 727
Steins;Gate French Dub 555
Load Region of Deja Vu 531
Steins;Gate 0 Chinese Dub 374
Steins;Gate OVA 86
Steins;Gate OVA Spanish Dub 48
Divide By Zero 46
Steins;Gate OVA French Dub 36
Cognitive Computing 24
Labyrinth of Idea 18
A Promising Paradigm 17
World-Line 17

Expressive tags

Two kinds of tag reach transcription. Event tags mark a non-verbal vocalisation and sit where it happens. Condition tags describe the whole utterance and sit at the front, in a fixed order.

Tag Kind Clips From human review Automatic
[pause] structural 814 0 814
[digital] condition 188 132 56
[sigh] event 170 22 149
[gasp] event 75 41 34
[singing] condition 53 53 0
[breath] event 31 31 0

A tag needs at least 30 examples to ship at all; anything rarer was demoted to metadata rather than published as a control nobody can steer.

How a tag is earned

The manual review of the anime corpus had already written bracket annotations into 1,478 transcripts. That is a character-specific gold set, so this build spends it on calibration instead of treating those annotations as the only labelled data.

Non-verbal vocalisations are named by laion/vocalburst-classifier-single with fine-class probabilities aggregated by family before ranking, checked by mispeech/ced-base, and — for anything inside a spoken line — required to fall where laion/vocalburst-locator sees a burst and Qwen3-ForcedAligner-0.6B says no transcript unit reaches. Thresholds come from a sweep against the gold positives and 2275 ordinary speech clips used as a negative control:

Family Scope Mode score ≥ margin ≥ 2nd model must agree precision recall false positives
gasp whole_clip specificity 0.2 0.0 yes — — 0/2275
sigh whole_clip specificity 0.25 0.0 yes — — 11/2275
sob whole_clip specificity 0.2 0.0 yes — — 0/2275
gasp in_speech specificity 0.6 0.0 yes — — 1/180
giggle in_speech specificity 0.55 0.0 yes — — 1/180
scream in_speech specificity 0.2 0.0 yes — — 0/180
sigh in_speech specificity 0.75 0.0 yes — — 1/180

Families with gold examples that did not reach the floor and are therefore never auto-assigned: breath, moan.

Delivery and playback conditions have no off-the-shelf model, so a small logistic regression per language is fitted on the deterministic acoustic features and scored leave-one-out, on the reviewed subset only — the one place where the absence of a tag means a human looked and decided no.

Tag Fitted on Gold positives Reviewed clips LOO AUC precision recall Outcome
[digital] German 22 162 0.952 0.875 0.955 usable
[digital] English 54 391 0.819 0.88 0.407 usable
[digital] Spanish 17 220 0.994 0.895 1.0 usable
[digital] French 10 103 0.763 — — floor not reached
[digital] Japanese 29 428 0.886 — — floor not reached
[digital] pooled: dubs 103 876 0.865 0.852 0.505 usable
[whisper] Japanese 17 428 0.753 — — floor not reached
[whisper] pooled: all 25 1426 0.779 — — floor not reached
[yell] Japanese 13 428 0.872 — — floor not reached
[yell] pooled: all 18 1426 0.836 — — floor not reached
[echo] pooled: all 29 1426 0.793 — — floor not reached
noise German 19 162 0.552 — — floor not reached
noise English 29 391 0.607 — — floor not reached
noise Spanish 8 220 0.233 — — floor not reached
noise Japanese 44 428 0.632 — — floor not reached
noise Chinese 20 122 0.559 — — floor not reached
noise pooled: all 123 1426 0.556 — — floor not reached

Each language then uses its own fit when that clears the floor, and the pooled fit it belongs to otherwise:

Tag Language Model used precision recall In transcript
[digital] German language:de 0.875 0.955 yes
[digital] English pooled:dubs 0.852 0.505 yes
[digital] Spanish language:es 0.895 1.0 yes
[digital] French pooled:dubs 0.852 0.505 yes
[digital] Chinese pooled:dubs 0.852 0.505 yes

Where a fit could not clear the precision floor, the human labels still ship and nothing is added. [digital] is the clearest case: the European dubs render Amadeus through an audible low-pass that a detector finds easily, while the Japanese original uses a thin, bass-cut EQ that the reviewers heard as narrative context — so Japanese keeps its 29 human labels and receives no automatic ones.

Whispering, shouting and room reverberation are physiological or physical rather than linguistic, so those detectors pool their gold clips across all six languages — the only way [yell] (18 gold clips) and [echo] (29) have enough positives to be fitted at all. [digital] pools only across the four dubs whose signature points the same way.

[pause] is purely measured: an internal silence the aligner places between two words, long enough to be in the upper decile for its own language (Japanese dialogue breathes differently from Spanish, and a fixed threshold would tag every sentence boundary in one and nothing in the other), at most two per clip, and only where the transcript does not already write an ellipsis — …… says it perfectly well on its own. Thresholds used: German 1.24s, English 1.2s, Spanish 1.2s, French 1.44s, Japanese 1.28s, Chinese 1.2s.

[nonverbal] is the honest coarse label. Naming a sound is harder than noticing there is one, so a separate gate is calibrated for the weaker claim "this is a non-lexical vocalisation, family unknown" — the classifier must be confident a burst is present and CED must not think it is ordinary speech. It is calibrated for specificity: 0 of 2275 ordinary-speech clips would pass it. It exists so that a take whose script line is only …… can enter the corpus with a label that says exactly what is known, instead of being thrown away or shipped with a guessed family.

Labels that deliberately do not reach the transcript

The reviewers also marked non-character sound and performance notes. Those are useful, but a TTS model should not learn to produce a doorbell, so they were moved out of transcription and into columns:

  • contamination — noise, footstep, knock, ringtone: audible non-character sound in the clip. 13,999 clips carry a contamination_score from the same calibrated framework, so the whole corpus can be filtered, not just the reviewed part.
  • emotion_notes — serious, playful, angry, embarrassed, scared, mumbled, foreign_accent: too rare to be a control, kept for curation.

Dataset structure

Hugging Face AudioFolder layout:

data/
├── train/       metadata.jsonl + *.wav
├── validation/  metadata.jsonl + *.wav
└── test/        metadata.jsonl + *.wav

Columns

Field Meaning
file_name audio file, relative to the split directory
transcription the training label — text plus any earned tag
text the same line with every tag removed
language / voice_id ja en zh de fr es; also the performer identity
voice_actor who is speaking
speaker_id / speaker_name kurisu / Makise Kurisu
character_variant kurisu or amadeus
medium / series / scene game · anime · song; title; scenario file or episode
style speech or singing
tags / event_tags / condition_tags tags present in transcription
human_tags / auto_tags which of them a person wrote and which a detector earned
human_reviewed a person adjudicated this clip upstream
from_quarantine recovered from the game's non-lexical quarantine pool
parallel_group id shared by the same line across dubs, or null
contamination / contamination_score non-character sound, human and automatic
emotion_notes / measured_pauses performance notes; measured internal pauses
quality_tier / quality_flags A/B/C and why
duration_seconds sample_rate active_rms_dbfs peak_dbfs lufs level and length
speech_ratio lead_silence_s tail_silence_s internal_pause_max_s activity
snr_est_db noise_floor_dbfs what is left between the words
f0_median_hz f0_range_st voiced_ratio hnr_db pitch register, movement, periodicity
bandwidth_roll995_hz spectral_tilt_db reverb_decay_db_per_s playback path and room
speaking_rate_units_per_s lexical_units rate over speaking time; chars for ja/zh, words otherwise
speaker_similarity speaker_rival_similarity speaker_margin speaker_rival independent identity check
alignment_coverage share of the clip the forced aligner attributes to the transcript
transcript_source where the words came from
sha256 digest of the published WAV

Quality tiers

Tier Clips Meaning
A 8,197 no quality flag, and a trusted transcript source
B 5,363 usable, with at least one soft flag
C 439 contamination, low SNR, clipping, or a contradicted speaker check

Flags observed: speech_at_edge (2,969), low_alignment_coverage (836), speaker_outlier (283), nonspeech_contamination (131), very_short (111), very_long (55), low_snr (37).

Reference clips

reference/<voice_id>.wav is one clean, untagged, 4–10 s take per voice, chosen by measurement rather than by ear: the highest margin over the closest other STEINS;GATE character among tier-A clips of that voice. reference/reference.json records which clip each one is and why.

voice_id Language File Duration (s) Margin over rival Closest rival
de German reference/de.wav 4.4 0.4434 urushibara_ruka
en English reference/en.wav 7.33 0.6505 shiina_kagari
es Spanish reference/es.wav 5.33 0.426 amane_suzuha
fr French reference/fr.wav 9.26 0.4532 amane_suzuha
ja Japanese reference/ja.wav 6.53 0.8132 reyes
zh Chinese reference/zh.wav 5.659 0.2586 urushibara_ruka

This matters for voice-cloning fine-tunes that read a reference on every training row and write its embedding into a speaker table — a reference that is not actually the target voice poisons the run silently.

Loading

from datasets import load_dataset

ds = load_dataset("starrydark/Kurisu_Voice")

# single-speaker Japanese, clean tier, with the expressive tags
ja = ds["train"].filter(lambda r: r["language"] == "ja" and r["quality_tier"] != "C")

# the same line in every dub
groups = ds["train"].filter(lambda r: r["parallel_group"] is not None)

# no tags at all
plain = ds["train"].map(lambda r: {"label": r["text"]})

Use transcription to train tag control, text to ignore it.

Curation

Audio. One standardised 24 kHz mono PCM-16 WAV per clip. Game audio is resampled from 48 kHz with soxr VHQ. Nothing is denoised, gated or trimmed.

Dynamics were put back. The upstream anime and song builds normalised every clip independently to a fixed active-speech RMS, which flattens the difference between a whisper and a shout. Each clip recorded the gain it was given, so this build inverts it exactly and then applies one gain per source group to a common -26.0 LUFS target, measured to ITU-R BS.1770-4 by pooling the K-weighted blocks of the whole group. Loudness relationships inside a group survive untouched. The result is an active-level spread of 10.41 dB p05–p95 across the corpus (7.98 dB within the anime portion, which was flat before).

Source group Measured LUFS Gain applied
game:PHENO -18.931 -7.069
game:SG -14.142 -11.858
game:SG0 -19.765 -6.235
game:SGRE -20.085 -5.915
anime:ja -26.965 0.965
anime:en -26.875 0.875
anime:zh -27.013 1.013
anime:de -27.942 1.942
anime:fr -27.365 1.142
anime:es -27.15 1.15
song:ja:labyrinth_of_idea -19.104 -6.896
song:ja:promising_paradigm -16.119 -9.881
song:ja:world_line -15.167 -10.833

Speaker identity was re-checked on the published audio with speechbrain/spkrec-ecapa-voxceleb, which took no part in either upstream decision. Embeddings are centred before scoring — raw cosines between any two young female anime voices sit above 0.9 and separate nothing — and every clip is scored against the closest other STEINS;GATE character recorded in the same language and medium, drawn from 7,882 negative-control clips. speaker_margin is that difference and it is published per clip.

The game quarantine pool was relabelled, not discarded. 272 takes whose scenario text is only …… were set aside upstream for having no usable transcript. The line is the sound. Where the calibrated gate could name it, the transcript became that tag: 162 of them are now in the corpus — 130 with a named family and 16 as [nonverbal]. The rest are held back rather than shipped with a guessed control token.

Held back: 113 clips with no nameable content are not published.

Limitations

  • Six languages are six performers. Train on one voice_id at a time unless a blended voice is what you want.
  • The speech is acted character dialogue and does not represent ordinary conversation in any of these languages.
  • Anime clips are source-separated and can retain music, effects, or separation artefacts. snr_est_db, contamination and quality_tier are there to filter on; game clips are studio-clean by construction.
  • The source mix is very uneven — Japanese is 11.914 h of 17.1423 h, and Chinese covers only the STEINS;GATE 0 dub.
  • Automatic tags are precision-optimised, so recall is low by design: an untagged clip is not evidence that nothing happened in it.
  • Tag strings are a convention of this dataset, not an official Qwen3-TTS, XTTS or VITS feature. Evaluate controllability separately from audio quality.
  • No exhaustive human listening pass has been done on the automatic labels.

Rights and licensing

The underlying audio, dialogue, characters, names, and STEINS;GATE-related marks remain the property of their respective rights holders. No copyright, trademark, performer, publicity, personality, or voice rights are transferred or licensed by this repository, which is why it uses Hugging Face's other designation rather than claiming an open-data licence.

Do not use this dataset to impersonate any of the performers, to mislead anyone about authentic or official speech, to suggest endorsement, to harass, or to evade copyright, publicity, personality, or voice-protection rights. Disclose synthetic audio produced from models trained on it. Users and redistributors are responsible for determining whether their access and intended use are lawful in their jurisdiction. Rights holders may contact the repository owner here for correction or removal.

Attribution

If you use this dataset, cite this page and identify the source material as audio from STEINS;GATE series games, anime and character songs. This request does not replace any attribution or permission required by the rights holders.

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