Quote from: Snarky on Wed 21/06/2023 14:17:26I don't think there is any way to freeze the game in exactly the same way that Display() does (which is a "harder" pause than the other blocks in AGS), but it should be possible to make it wait in the same way as speech does, by... actually playing it as a speech line in that case:Wow, that works just as expected! Thanks!!Code: ags String cueString = String.Format("&%d",cue); if(Speech.VoiceMode == eSpeechVoiceOnly && IsSpeechVoxAvailable()) cNar.Say(cueString);
Quote from: Crimson Wizard on Wed 21/06/2023 14:28:51I believe that Display can play voice precisely the same way as Say command does, if you call your voice files NARRXXXX.I will be glad to check this out - but does it work out-of-the-box or requires to have the custom Narrate function in the script header as well? And when writing the built-in Display() function, should I write it this way for calling the speech files:
Correction: you need to use DisplayAt for this, or DisplayAtY, as these functions act more similar to Say, being not as ultimately blocking as Display.
Display(&1 "some string.")