It appears that when a Sierra-style portrait animation plays, this animation lasts for an amount of time dependent on the length of the text. However, if a voice sample plays, this amount of time still depends on the text string and not on the voice sample. Is this correct or am I missing something? AGS 3.2.1 by the way.
(note that this is distinct from the amount of time the dialog box remains visible)
If a voice sample plays then the text is displayed only while the voice sample is being played.
Joe, I think you may have missed the point. Radiant is saying that if the speech-style is set to Sierra then the speech portrait is only shown for a duration relative to the reading speed of the text, as opposed to how it should be, based on the voice speech file. If the behavior is indeed reproducible, and given the competent coder Radiant is I will assume he's right, then it sounds like a bug in the engine. You may get more visibility reporting it as such in the engine forum.
In a game with Sierra-style portraits and a voice pack, the amount of time that the portrait runs its mouth animation is solely dependent on the length of the written text, not the length of the voice sample (even though the amount of time the text box is visible IS dependent on the length of the voice sample).
Is there some way to change this?