Hi,
Long-time reader, first time writer. I am just starting my adventure with AGS and wrote my first simple game to learn how to do it.
And one of the first obstacles I stopped at was this background talk problem (no audio, no animation). I found the Electroshokker's module, but I I could not use it since I needed more than one character to be speaking at the same time. So, I rewrote it to match my requirements. If anyone's interested, here it is:
http://www.megaupload.com/?d=54P764QVNote that the above version was only tested with AGS 3.2.1.111
The functions are as follows:
character.SayInBackground(String message, AudioClip* clip, int view, AudioPriority priority=eAudioPriorityNormal);
Similarly as in the previous version, prints the message in "talking style", plays clip and animates the view. The difference is that you can do it for several characters at the same time (as many, as many overlays and channels there are). Also, if you don't want to play the voice, you can pass null as
clip. And if you don't want to change the animation, you can pass 0 as
view.
The displayed text disappears after a time that depends on the game speed and the length of the text. You can also make the character stop speaking earlier, using
StopSayInBackground.
character.StopSayInBackground();
Stops speaking in background (audio and animation).
character.BackgroundTalkActive();
This will tell you if the character is currently speaking in background.
Hope someone will find this useful

And-or