Using Speech (Voiceovers) in my game...

Started by poc301, Mon 13/04/2009 10:21:43

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poc301

I did some looking through the forums for information on how to use speech files in conjunction with the written dialog for my game. 

I found the &## command is what is needed (I am using AGS ver 2.72 if it matters), but am a little confused as to how to do it..  Do I need to insert the &## command to each and every string of dialog in my dialogs in the game?  Or do I need to run a script from within the dialog option?

For example..  Say a character Gary has the following dialog-

gary: I don't know what to say..
gary: Hmm..
gary: Well, we could do it that way, I guess.

Would I need to use &## on each line?  Or do I need to run-script on each line to call the voice file?

Would it be-

gary: I don't know what to say.. &##
gary: Hmm.. &##
gary: Well, we could do it that way, I guess. &##

Would that work?  Or will the game display the "&##" text?


In room messages, I am assuming I do it as:

DisplayMessage(##, &##);

Is this correct?

Thanks in advance, and I know I am using a slightly outdated version of AGS, but its what I learned with and I feel comfortable with it :)

Thanks,

Bill

Pumaman

gary: &1 I don't know what to say..
gary: &2 Hmm..
gary: &3 Well, we could do it that way, I guess.

You don't need to do this manually though, AGS has an "Auto Number Speech Lines" option which will create all these numbers for you automatically. I can't remember where it is in 2.72 but it's on one of the menus, I think :D

poc301


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