Hi again, @jwatte. Thank you for the additional info. It does look like removing the notify and then re-adding it is maybe the only way to go. Sadly, this isn’t looking promising when it comes to Play Sound Notifies.
I can read and store all the relevant Notify data from an Animation Notify Event.
But then I run into more problems. The first problem is there doesn’t seem to be a way to selectively delete the Anim Notify Event that I’m trying to remake. I can remove notifies by Notify Name or by Track. All Play Sound Notfies use PlaySound as the Notify Name and so there’s no way for me to know I’m removing the correct notify before remaking it. I can’t do it by track either because we’re certainly using more than one PlaySound per track.
But that’s not the end of the troubles: Even if I could know for certain I’m removing the correct notify, when I place a new one, there isn’t a way for me to set the params on it without being caught in the original problem of not being able to update the struct data for the notify.
Even then the troubles don’t end. The last problem is there isn’t way a way to “Set Sound” on the newly created PlaySound_AnimNotify. I’m able to Get Sound, but not Set it.
Sorry if I’m missing something obvious here. (I hope there’s a simple solution!) At this point it’s tempting to conclude this level of scripting of Play Sound Anim Notfies just isn’t supported. I’m running out of things to try.
It really seems like this should be possible, but so far no dice.