Is it correct that the SayBackground() function does not in fact play speech samples?
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.
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.
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.
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?
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?
You can decide not to play the background speech by going:
if (IsSpeechVoxAvailable()) PlaySound();
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