Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: monkey0506 on Sat 03/01/2009 18:10:15

Title: SUGGESTION: Play character speech (voice/talkie) non-blocking?
Post by: monkey0506 on Sat 03/01/2009 18:10:15
Is it possible to play a character's speech in a non-blocking fashion? I'm trying to take advantage of the built-in voice-speech methods while displaying the speech in the background and running the speech animation (non-blocking).

Display seems to prevent the animation from getting run, and Character.Say prevents the Overlay getting created. Further, both of these block the game.

Now a Any suggestions?
Title: Re: Play character speech (voice/talkie) non-blocking?
Post by: Pumaman on Sun 04/01/2009 14:47:05
Voice speech is currently only supported with a blocking Character.Say command.
Title: Re: SUGGESTION: Play character speech (voice/talkie) non-blocking?
Post by: monkey0506 on Mon 05/01/2009 05:41:42
Correctified. :=

WORKAROUND: Use sound files instead of speech. :P

Reasoning: To allow custom module scripts access to play back a speech file without having to use a blocking command.
Title: Re: SUGGESTION: Play character speech (voice/talkie) non-blocking?
Post by: Shane 'ProgZmax' Stevens on Tue 06/01/2009 13:07:43
Yes, I've done this myself.  I think it would be a logical improvement for SayBackground to support voice files, though.
Title: Re: SUGGESTION: Play character speech (voice/talkie) non-blocking?
Post by: Pumaman on Tue 06/01/2009 19:31:29
Then would come the question of what happens if two SayBackgrounds overlap, or one overlaps with a normal Say command... do both the voice files play on top of each other?

Anyway, yes I agree that SayBackground should support voice speech and also playing the speech animation, I'll try to get round to it at some point.