Talkie Lip-synced Lucasarts Style Games

Started by 1337_123f13x35, Fri 10/02/2006 20:50:15

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1337_123f13x35

Me and My brother have been wondering How to do a Talkie lucasarts lip-synced game...

We can get the lips to sync with the text really well  ;D But how do we make it talkie?

???
Would Apprechiate the help!  ;D

8)

Scummbuddy

Open up the manual and check up on these items: (may be slightly different depending on what version you are using)

IsSpeechVoxAvailable

PlaySoundEx

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Also, you'll find this when you "READ THE MANUAL" as you are told to do before asking questions in the forums.
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Voice speech
With AGS you can link a line of dialog to a speech file, to enable "talkie"- style games. Suppose you have a dialog script with the following:
ego: "Hi! How are you?"
david: "I'm fine."

Normally this would display the words in the speech text above the characters heads. However, you can add the special character '&' to symbolise that a voice file should also be played. The file name is made up of the first four letters of the character's script name, then an ID number. For example,
ego: &10 "Hi! How are you?"
david: &7 "I'm fine."

This would play EGO10.WAV with the first line, and DAVI7.WAV with the second. When a line of text has a voice linked to it, the text on the screen will not be removed until the voice file has finished playing. If the player interrupts it by clicking the mouse or pressing a key, the text and voice will be stopped.
You can also use speech with Say script function.

character[EGO].Say("&10 Hi! How are you?");
character[DAVID].Say("&7 I'm fine.");

NOTE: WAV, OGG and MP3 format files can be used for speech.
IMPORTANT: If you add or update any voice files, you need to click the "Rebuild VOX files" option on the Game menu of the AGS Editor, which will combine them into the speech file used in the game. This file is called SPEECH.VOX and is seperate from the rest of your game data so that you can offer it as an optional extra download to the player. The game will function correctly if the file is not present.

SeeAlso: SetVoiceMode script function.

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Let us know if you have any more questions and good luck with your game. Working in a group with your family can lead to good things.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

1337_123f13x35

Yeah... I read that and I did read the manual first it's just that appears to just be for dialog when characters are talking to each other... how do I do it so the character uses voice speech all the time? like looking at objects... when he comments on them he uses voice speech... I can't see how to do that... or how to sync it

Khris

Hmm....it's right there in the quoted part of the manual:

Quote from: post above yoursYou can also use speech with Say script function.

character[EGO].Say("&10 Hi! How are you?");
character[DAVID].Say("&7 I'm fine.");

It's not possible yet to sync talkview frames and sound.

Ashen

Well, there is the Lip Sync function ...
Haven't used it myself, though. It's not officially supported, and requires an extranal progam (details in the manual entry). I don't think it sync directly to the speech, but to the written text (which should be the same, obviously).

And, as krhismuc pointed out, just add & and the file number to ANY Character.Say command to use voice speech - I think the only time you can't use it is with the Interaction Editor 'Game - Display a message' command.
I know what you're thinking ... Don't think that.

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