Voice Acting Speech Lines number

Started by Dualnames, Mon 16/02/2009 12:57:53

Previous topic - Next topic

Dualnames

Well, I have a function for when the Narrator speaks. Which I use like this:

blip(string say)

ex:
blip("Hello");

However, when started to number the voice files, all the lines said with blip function weren't in.
blip contains a say function and doesn't use overlays to display speech. Is it possible at least to do this:

blip("&14 Hello");
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Khris

I guess auto-numbering Say lines will only work if Say is called with an actual string as parameter; how should AGS go about auto-numbering variables' contents?

Using the voice file notation in the call to the custom function should work fine; I also have to guess but the string is probably not parsed for &X until it ends up as the parameter of a Say function.

Dualnames

Quote from: KhrisMUC on Mon 16/02/2009 13:04:50
I guess auto-numbering Say lines will only work if Say is called with an actual string as parameter; how should AGS go about auto-numbering variables' contents?

Using the voice file notation in the call to the custom function should work fine; I also have to guess but the string is probably not parsed for &X until it ends up as the parameter of a Say function.

Just to make sure the function more or less contains this:

function blip(string say) {
//functions
cNa.Say(say);
//functions
}

So another question(boy am I getting tiresome):
Assuming I have a file named NA12.wav
Would this:
blip("&12 Hello?");
trigger it to play?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

SMF spam blocked by CleanTalk