Hey, pardon me for barging in on this conversation, but I’m really interested in this approach as well. I’ve got two questions:
What if I wanted to swap out different “chirps” depending on the speaker? How would I check who’s speaking and change the SFX accordingly?
And what if I wanted to play a different sound when the sentence has finished? In most Zelda games, for instance, there’s a standard “chirp” noise that plays while the dialogue is running but also a “we’ve reached the end of the sentence” noise. How would I be able to detect if the dialogue has finished, or if it has reached the final character in the sentence?
Thanks a million for answering all these questions, Grogger. Your add-on is a lifesaver. (I’m sure I’ve said that before, but it bears saying again.)