The hard part with interactive voice is not getting a voice clip at all. It is getting a believable reply while the scene is still live. Generic TTS can sound good in isolation and still feel wrong once a player or user is waiting for an answer.
That is where Inworld earns its place. The product now bundles realtime voice, speech-to-text, and routing under one pricing surface, which makes more sense for live agents and characters than for linear voiceover work. The catch is still integration and ongoing spend: if live interaction is not central to the product, the stack becomes harder to justify.