Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Slasher on Sat 06/02/2016 20:06:34

Title: Module:Phylactere
Post by: Slasher on Sat 06/02/2016 20:06:34
hi,

has anyone used the Module:Phylactere and managed to add audio speech (&1 etc)?


Title: Re: Module:Phylactere
Post by: Slasher on Sun 07/02/2016 20:02:16
It does not support speech audio at present.

maybe create new Phylactere function?
Title: Re: Module:Phylactere
Post by: adipson on Wed 06/04/2016 12:44:41
This is the main flaw in effect "Phylactere". I would even say that this is the only fault!
I use it for my little project in progress but we must sacrifice dubbing voice when using this script ... what a pity that we still have not found a solution apparently, either here or on the forum ags French! But don't despair!
Title: Re: Module:Phylactere
Post by: Jack on Wed 06/04/2016 19:53:53
Isn't it a limitation of AGS? I don't think there's any way to play voice files via scripting, otherwise it should be easy to teach phylactere to parse the &num notation and play the file.

Phylactere is an excellent little module.
Title: Re: Module:Phylactere
Post by: Crimson Wizard on Wed 06/04/2016 20:24:02
Quote from: Jack on Wed 06/04/2016 19:53:53
Isn't it a limitation of AGS? I don't think there's any way to play voice files via scripting, otherwise it should be easy to teach phylactere to parse the &num notation and play the file.
Well, I never really tried myself, but I think you may play voice using just -
Code (ags) Select

Character.Say("&123");

- ?

If so, you may pass an integer parameter (voice file index) into your module, and then do:
Code (ags) Select

String s = String.FromFormat("&%d", voice_index);
Character.Say(s);


A workaround is to import all voice files as common sounds, and play them with direct audio commands.



PS. Also, I believe this question belongs to related module's thread, rather than General Discussion?
Title: Re: Module:Phylactere
Post by: Jack on Thu 07/04/2016 01:55:42
Say seems to be exclusively a blocking function, and SayBackground doesn't seem to support voice.

To me it seems there would also be a sync issue. The module would need to be able to stop the voice playback as well as start it.

EDIT: I suppose the best way to do this, if it were to be done, would be to allow the core speech functions of AGS optionally defer to a callback to display the visual part of the speech. That way the plain dialog notation and auto numbering could be used for custom dialogue output & voice. In my game I had some constantly animated characters (hologram), and had to restart the view after every speech view. A callback would come in handy for such a situation too.
Title: Re: Module:Phylactere
Post by: Crimson Wizard on Thu 07/04/2016 03:31:23
Quote from: Jack on Thu 07/04/2016 01:55:42
EDIT: I suppose the best way to do this, if it were to be done, would be to allow the core speech functions of AGS optionally defer to a callback to display the visual part of the speech.
Yes, this was in plans for some time now.