[USER=“69”]Cheshire Dev[/USER] I think we’ve strayed pretty far from subtitles at this point, but with regards to Dialogue Waves not being a Dialogue System… that is known (I said so a few posts back).
All Dialogue Waves are is a way to say “I have line X which is spoken from person A to persons B, C, or D”, and then let you assign a Sound Wave to each combination. In English all those combinations may use the same Sound Wave. In French you may need two Sound Waves (because of gender). In Japanese you may need three Sound Waves (because of politeness). That localisation concern is encapsulated within the Dialogue Wave so that on the outside you only need to play it with the correct context, and you’ll get the correct result, accurately localised.
We also have some localisation tools that scrape Dialogue Wave assets and generate per-language recording sheets, as well as importing copy-edits to those sheets made during recording, along with iteratively importing the final WAV files and creating the appropriate Dialogue and Sound Wave assets (and linking everything together correctly using asset localisation).
If your game is dialogue heavy, then you would absolutely want a higher-level system to manage your dialogue tree/script. There’s no reason that higher-level system couldn’t use Dialogue Waves internally, and provide some kind of process to automatically create and link together the appropriate assets (in the same way our WAV importing does). In fact, the plugin you linked to does seem to have a slot in its UI to link to a Dialogue Wave asset.
I appreciate that you may find that frustrating, but if your game is very dialogue focused then a dialogue system is something you’ll be invested in, in the same way that someone writing a game that is resource management focused would be invested in having a good inventory system.