I don't have any experience with Audacity, sorry. Ultimately, you'd probably be looking for the same sort of things. Smooth, tight reverbs, fairly light reverbs, etc. Start off with relatively simple and light effects and work up to the heavier stuff so you can better understand what makes a heavy set of effects work and what makes cheaper, simpler effects work.
In Audition, you can start with messing with the Deturner stock flange preset. Base your reverbs off of Tight And Close and the Voice presets. Those can get you started with a basic protoss voice.
Zerg is more complex depending on your goal. For something cheap and quick, like the above video, you can just mangle protoss-esque effects to the point of the distortion becoming heavy enough to make them sound unnatural. You could also acquire an Autotune VST plugin and plug in some really random throat depth and pitch settings to end up with mangly voices.
You could also take a look at the electro-vibe preset in Chorus and play with numbers there, too.
You can worry about compression and stuff once you get accustomed to actually recording your voice and acting in general, since it's something that may be difficult to get into with zero experience.
A key thing to note is that less is more. You'll be tempted to pile on the effects to end up with wacky shit, but this usually just makes stuff incomprehensible.
Depends on the effect. In general all you need is a "flange" and reverb > reverse > reverb > reverse for protoss. But many effects will sound dramatically different depending on the voice and how the lines are spoken.
Understandable, and you don't really need professional experience or software to match SC2's audio editing. Just a couple of techniques and a bit of experience to understand how certain things behave with each other, things you will accrue through experience regardless.
Nothing really competes with Audition 1.5. I know of only one person who can use Audacity at a professional level, but even with the best plugins it has to offer, many tasks are still infinitely more effective and trivial in Audition.
I don't really get what you mean by "fat", so forgive me if I am a little beyond the bounds of your inquiry.
Audition's weakness is its multitrack editor; something Audacity also can't do. I use Sony Vegas for any multitrack projects, because they generally need minimal actual editing.
Many of the plugins you can get are in VST; these will work universally with many programs. Spaceman and Scifi Deluxe are critical ones. I make use of many of the DirectX plugins from Sony and Sonic Foundry in Audition.
The newer versions of Audition get progressively worse layout-wise and I haven't been able to think of any additions they may have added that would benefit me personally; but then again, I've done Audio work for 15 years and I am quite well situated with the Cooledit/Audition capabilities.
My advice is, find the program that suits your workflow the best and give everything a try. Focus on your acting foremost.
I don't have any experience with Audacity, sorry. Ultimately, you'd probably be looking for the same sort of things. Smooth, tight reverbs, fairly light reverbs, etc. Start off with relatively simple and light effects and work up to the heavier stuff so you can better understand what makes a heavy set of effects work and what makes cheaper, simpler effects work.
In Audition, you can start with messing with the Deturner stock flange preset. Base your reverbs off of Tight And Close and the Voice presets. Those can get you started with a basic protoss voice.
Zerg is more complex depending on your goal. For something cheap and quick, like the above video, you can just mangle protoss-esque effects to the point of the distortion becoming heavy enough to make them sound unnatural. You could also acquire an Autotune VST plugin and plug in some really random throat depth and pitch settings to end up with mangly voices.
You could also take a look at the electro-vibe preset in Chorus and play with numbers there, too.
You can worry about compression and stuff once you get accustomed to actually recording your voice and acting in general, since it's something that may be difficult to get into with zero experience.
A key thing to note is that less is more. You'll be tempted to pile on the effects to end up with wacky shit, but this usually just makes stuff incomprehensible.
Depends on the effect. In general all you need is a "flange" and reverb > reverse > reverb > reverse for protoss. But many effects will sound dramatically different depending on the voice and how the lines are spoken.
Understandable, and you don't really need professional experience or software to match SC2's audio editing. Just a couple of techniques and a bit of experience to understand how certain things behave with each other, things you will accrue through experience regardless.
Nothing really competes with Audition 1.5. I know of only one person who can use Audacity at a professional level, but even with the best plugins it has to offer, many tasks are still infinitely more effective and trivial in Audition.
I don't really get what you mean by "fat", so forgive me if I am a little beyond the bounds of your inquiry.
Audition's weakness is its multitrack editor; something Audacity also can't do. I use Sony Vegas for any multitrack projects, because they generally need minimal actual editing.
Many of the plugins you can get are in VST; these will work universally with many programs. Spaceman and Scifi Deluxe are critical ones. I make use of many of the DirectX plugins from Sony and Sonic Foundry in Audition.
The newer versions of Audition get progressively worse layout-wise and I haven't been able to think of any additions they may have added that would benefit me personally; but then again, I've done Audio work for 15 years and I am quite well situated with the Cooledit/Audition capabilities.
My advice is, find the program that suits your workflow the best and give everything a try. Focus on your acting foremost.
Best regards.