Module:Phylactere

Started by Slasher, Sat 06/02/2016 20:06:34

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Slasher

hi,

has anyone used the Module:Phylactere and managed to add audio speech (&1 etc)?



Slasher

It does not support speech audio at present.

maybe create new Phylactere function?

adipson

#2
This is the main flaw in effect "Phylactere". I would even say that this is the only fault!
I use it for my little project in progress but we must sacrifice dubbing voice when using this script ... what a pity that we still have not found a solution apparently, either here or on the forum ags French! But don't despair!
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Jack

Isn't it a limitation of AGS? I don't think there's any way to play voice files via scripting, otherwise it should be easy to teach phylactere to parse the &num notation and play the file.

Phylactere is an excellent little module.

Crimson Wizard

#4
Quote from: Jack on Wed 06/04/2016 19:53:53
Isn't it a limitation of AGS? I don't think there's any way to play voice files via scripting, otherwise it should be easy to teach phylactere to parse the &num notation and play the file.
Well, I never really tried myself, but I think you may play voice using just -
Code: ags

Character.Say("&123");

- ?

If so, you may pass an integer parameter (voice file index) into your module, and then do:
Code: ags

String s = String.FromFormat("&%d", voice_index);
Character.Say(s);


A workaround is to import all voice files as common sounds, and play them with direct audio commands.



PS. Also, I believe this question belongs to related module's thread, rather than General Discussion?

Jack

#5
Say seems to be exclusively a blocking function, and SayBackground doesn't seem to support voice.

To me it seems there would also be a sync issue. The module would need to be able to stop the voice playback as well as start it.

EDIT: I suppose the best way to do this, if it were to be done, would be to allow the core speech functions of AGS optionally defer to a callback to display the visual part of the speech. That way the plain dialog notation and auto numbering could be used for custom dialogue output & voice. In my game I had some constantly animated characters (hologram), and had to restart the view after every speech view. A callback would come in handy for such a situation too.

Crimson Wizard

Quote from: Jack on Thu 07/04/2016 01:55:42
EDIT: I suppose the best way to do this, if it were to be done, would be to allow the core speech functions of AGS optionally defer to a callback to display the visual part of the speech.
Yes, this was in plans for some time now.

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