Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: on Tue 15/03/2005 04:33:12

Title: Is voice speech possible with DisplayMessage()?
Post by: on Tue 15/03/2005 04:33:12
Is voice speech possible with DisplayMessage(), or do I need to use DisplaySpeech() or DisplayThought() instead?

Thanks for your help!
Title: Re: Is voice speech possible with DisplayMessage()?
Post by: strazer on Tue 15/03/2005 04:36:20
Yes. Put
  game.narrator_speech = -1;
in your game_start function.
The voice speech files have the prefix NARR, so they must be called NARR1.wav/mp3/ogg and so on. Put them in the game folder, not the Compiled folder. A speech.vox will automatically be generated there.

Oh, and you have to do
  Display("&1 Hurrah, I have a voice!");
for NARR1 of course, just like with DisplaySpeech.

And for DisplayMessage, you just have to set the message text to "&1 Hurra, I have voice!".
Title: Re: Is voice speech possible with DisplayMessage()?
Post by: on Wed 16/03/2005 18:00:28
Great!Ã,  Thanks for the information!
Title: Re: Is voice speech possible with DisplayMessage()?
Post by: WHAM on Fri 16/03/2007 12:10:17
Really sorry for being stupid and all, but:

When I run a script "Display("&1 Looks like a plaque.");" the message appears in a white box (Narrator). Knowing absolutely nothing about these scripts, I have no iea on how do I get the message to appear ar speech on my EGO?

To be excact:
-  How do I get the EGO to enter speech animation (I have the view runing ok)?
-  The message to appear on top of the game character head?
-  The sound to be heard?

If someone could be nice enough to help me out on this, it would be most appreciated.
Title: Re: Is voice speech possible with DisplayMessage()?
Post by: Ashen on Fri 16/03/2007 12:43:32
If you want it to display as Ego's speech, why use Display in the first place? Using cEgo.Say("&1 Looks like a plaque.") would make more sense...

However, the 'Always display text as speech' option on the 'General Settings' pane of the editor should be what you want. By default, it displays as player character speech, along with animation and any voice speech attached to it. (This is mentioned in the manual (http://www.adventuregamestudio.co.uk/manual/Game%20options.htm).)

You can change the character Display uses with the game.narrator_speech variable strazer mentioned (also in the manual, but less obvious):
Quote
game.narrator_speech
Which character ID to use for voice speech within Display() command. Default initial player character. You can also use NARRATOR which uses 'NARR' prefix - special narrator character.
Title: Re: Is voice speech possible with DisplayMessage()?
Post by: WHAM on Fri 16/03/2007 12:57:20
Thank you!

I've tried reading the manuals, but I never realized to use "cEgo.Say" (probably because I'm a newbie just starting to learn). Gamemaking AHOY!