Is there some way to find out from within AGS how long a certain speech clip is, without playing it?
Here's why I'm asking:
When you call Character.Say() with a voice clip (e.g. player.Say("&14 This line has voice-over");), the speech lasts as long as the clip, logically enough. (Depending on your Speech.SkipStyle setting the text may stay on screen longer, but the character won't do the Talk animation.)
However, if you set your Speech.VoiceMode to eSpeechTextOnly, the voice clip is ignored, and it seems the game falls back to using the standard AGS formula for how long to display the text, based on the string length and Game.TextReadingSpeed.
I want to be able to maintain the same timing whether or not speech is turned on. If I could get the length of the speech clip I could do that (writing my own little function to manually do the Talk animation and time it correctly).
Here's why I'm asking:
When you call Character.Say() with a voice clip (e.g. player.Say("&14 This line has voice-over");), the speech lasts as long as the clip, logically enough. (Depending on your Speech.SkipStyle setting the text may stay on screen longer, but the character won't do the Talk animation.)
However, if you set your Speech.VoiceMode to eSpeechTextOnly, the voice clip is ignored, and it seems the game falls back to using the standard AGS formula for how long to display the text, based on the string length and Game.TextReadingSpeed.
I want to be able to maintain the same timing whether or not speech is turned on. If I could get the length of the speech clip I could do that (writing my own little function to manually do the Talk animation and time it correctly).