Here is an example to a script that causes the problem (OSER, the player character, talks to character GATE):
character[OSER].Walk(160, 210, eBlock);
character[OSER].FaceLocation(character[OSER].x - 50, character[OSER].y , eBlock);
character[OSER].Say("&5301");
character[GATE].Say("&5301");
character[OSER].FaceLocation(character[OSER].x - 50, character[OSER].y , eBlock);
character[OSER].Say("&5302");
character[GATE].Say("&5302");
Wait(18);
character[OSER].FaceLocation(character[OSER].x, character[OSER].y + 50 , eBlock);
OSER lines, which are quite short, are cut a little before their end. GATE lines, which are longer (4-5 seconds), are being heard until their end, but then an unnecessary talking animation proceeds with no sound for several seconds.
Two more things that maybe should be mentioned:
1. I'm not using texts in the game - only voiced speech.
2. The speech files are in MP3 format.
Could someone please help me with this one? This is a really annoying bug, and I won't be able to release the game this way.
character[OSER].Walk(160, 210, eBlock);
character[OSER].FaceLocation(character[OSER].x - 50, character[OSER].y , eBlock);
character[OSER].Say("&5301");
character[GATE].Say("&5301");
character[OSER].FaceLocation(character[OSER].x - 50, character[OSER].y , eBlock);
character[OSER].Say("&5302");
character[GATE].Say("&5302");
Wait(18);
character[OSER].FaceLocation(character[OSER].x, character[OSER].y + 50 , eBlock);
OSER lines, which are quite short, are cut a little before their end. GATE lines, which are longer (4-5 seconds), are being heard until their end, but then an unnecessary talking animation proceeds with no sound for several seconds.
Two more things that maybe should be mentioned:
1. I'm not using texts in the game - only voiced speech.
2. The speech files are in MP3 format.
Could someone please help me with this one? This is a really annoying bug, and I won't be able to release the game this way.