I did some looking through the forums for information on how to use speech files in conjunction with the written dialog for my game.
I found the &## command is what is needed (I am using AGS ver 2.72 if it matters), but am a little confused as to how to do it.. Do I need to insert the &## command to each and every string of dialog in my dialogs in the game? Or do I need to run a script from within the dialog option?
For example.. Say a character Gary has the following dialog-
gary: I don't know what to say..
gary: Hmm..
gary: Well, we could do it that way, I guess.
Would I need to use &## on each line? Or do I need to run-script on each line to call the voice file?
Would it be-
gary: I don't know what to say.. &##
gary: Hmm.. &##
gary: Well, we could do it that way, I guess. &##
Would that work? Or will the game display the "&##" text?
In room messages, I am assuming I do it as:
DisplayMessage(##, &##);
Is this correct?
Thanks in advance, and I know I am using a slightly outdated version of AGS, but its what I learned with and I feel comfortable with it :)
Thanks,
Bill
gary: &1 I don't know what to say..
gary: &2 Hmm..
gary: &3 Well, we could do it that way, I guess.
You don't need to do this manually though, AGS has an "Auto Number Speech Lines" option which will create all these numbers for you automatically. I can't remember where it is in 2.72 but it's on one of the menus, I think :D
Wonderful! Thank you so much!
-Bill