Stadium atmosphere under the new voice
Magic Mode separates speech from crowd and stadium sound, so a tunnel interview keeps its atmosphere after the dub.
For sports & esports
Clubs, leagues and teams have supporters in dozens of countries, yet most of what they publish — interviews, press conferences, behind-the-scenes, docuseries — reaches those supporters in one language. Octavia localizes the recorded content around the match, with the stadium sound kept and every voice distinct.
The specific reasons this content usually stays in one language.
A post-match interview matters most before the next fixture; a version that lands a week later is history.
A head coach, a moderator, off-mic questions from the floor and sometimes an interpreter, all in one recording.
Player names have established spellings in each market’s press, and sponsors expect theirs exactly right every time.
The parts of the platform that matter for this work, rather than the full feature list.
Magic Mode separates speech from crowd and stadium sound, so a tunnel interview keeps its atmosphere after the dub.
Diarization tells coach, moderator and each journalist apart, so a press conference plays as questions and answers, not a monologue.
Player, sponsor and competition names pinned to each market’s established form; esports hero and map names kept as players say them.
Translated subtitles go out while a story is fresh; dubbing follows for content with a longer shelf life, like docuseries and season reviews.
A player’s own voice carries into other languages where consent and contracts allow — a consistent professional voice where they don’t.
Season reviews, club documentaries and classic-match archive in batch — the content that keeps earning in a new market for years.
Four steps from the file you already have to every language you need.
Squad lists, sponsors and competition terms loaded and voices assigned, so matchday is checking, not setup.
Interview, press conference, highlights package or esports VOD — the file as published.
A reviewer confirms every name and what each person actually said before audio is generated.
Subtitled versions first, dubs for content fans will keep watching, on each market’s own channels.
One upload in, every format you need to publish out.
Including the ones where the honest answer is a limitation.
No. Octavia works on recorded files, not live feeds, so live commentary and real-time interpretation are out of scope. It fits everything published around the match: interviews, press conferences, highlights, behind-the-scenes and documentary content. For esports, that means the VOD and the clips rather than the broadcast itself.
Often not you. Match footage generally belongs to the competition and its broadcast partners, and clubs and teams usually hold narrower rights to use it, sometimes limited by territory or time. Localizing a clip does not change who owns it. Club-produced content — interviews, training-ground footage, docuseries you commissioned — is the clean place to start.
Usually not. A commentator’s call on a goal is a performance tied to the moment, and a re-voiced version rarely carries the same charge. Keep the original call with translated subtitles, or use native-language commentary from a rights partner where one exists. Dub the interviews and the narration; caption the commentary. The same goes for esports casters, whose energy is most of the product.
It is one of the harder cases. The recording holds two languages and the same answer twice, so decide up front whether you are translating the original answer or the interpretation. Usually the right call is to work from the original speaker, drop or subtitle the interpreter’s turns in the edit, and check the transcript closely wherever the two overlap.
Practical guides from the Octavia editorial team.
The same engine, pointed at a different kind of work.
Start with club-owned interviews in your largest overseas fan market — rights you hold, and an audience already asking for them.