Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Radiant on Wed 24/10/2007 00:29:00

Title: Speech.vox
Post by: Radiant on Wed 24/10/2007 00:29:00
Is it correct that the SayBackground() function does not in fact play speech samples?
Title: Re: Speech.vox
Post by: Ashen on Wed 24/10/2007 00:42:46
Yes. (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=31636.0)

AFAIK, it's still true in 3.0, as there's still only one channel for playing Speech.
Title: Re: Speech.vox
Post by: Dualnames on Tue 30/10/2007 08:46:30
I'm using QBSpeech Module, and apparently if I ever decided to make those dialogs voice overed I won't be able. But I guess by that time Chris Jones would have it figured it out. We just have to be patient. I'm sorry if I've been a little off topic, Ashen.
Title: Re: Speech.vox
Post by: Radiant on Tue 30/10/2007 11:28:38
Quote from: Jim "Dualnames" Span on Tue 30/10/2007 08:46:30
We just have to be patient.

I'm not  ::)  I decided to simply move those speech samples to the Sound folder, and invoke them with PlaySound.
Title: Re: Speech.vox
Post by: Dualnames on Tue 30/10/2007 20:49:38
That would be the smart and obvious thing to do. But what if you wanted to separate the speech vox file differently from the game?
Title: Re: Speech.vox
Post by: Radiant on Wed 31/10/2007 00:48:39
Quote from: THE REAL DUALNAMES on Tue 30/10/2007 20:49:38
That would be the smart and obvious thing to do. But what if you wanted to separate the speech vox file differently from the game?

I'd put them in the music.vox instead?
Title: Re: Speech.vox
Post by: SSH on Wed 31/10/2007 14:57:37
You can decide not to play the background speech by going:


if (IsSpeechVoxAvailable()) PlaySound();


Title: Re: Speech.vox
Post by: Dualnames on Thu 01/11/2007 22:38:09
Quote from: Radiant on Wed 31/10/2007 00:48:39
Quote from: THE REAL DUALNAMES on Tue 30/10/2007 20:49:38
That would be the smart and obvious thing to do. But what if you wanted to separate the speech vox file differently from the game?

I'd put them in the music.vox instead?


I thought you could only use play sound with sounds and they get compiled with the game exe right? At least I think they do. I'm using AGS 2.72 I don't know if Chris has changed anything