The suggestions here have been really quite good, and mostly align with what I would like to see, but in case I have some facet left untapped:
- Perhaps some way of organising the numbered speech lines, so we have the number of the speech line and the containing text available for viewing all at once (in a kind of database), that we can attach sound files to in the editor. Example, we have dialogue as such:
&1 I am Ego, Hear me Roar.
&2 Jolly Good, I hope that turns out well for you.
&3 That doesn't work.
Now, if we had thousands of lines, we'd have to make sure we're numbering all the files right, and we would be working pretty much blind. However, if we had something as simple as a menu list/database with:
[SPEECH NUM.][TEXT][PLAY |>] [SOUND FILE NAME]
For each line of the dialogues, we'd be able to quickly assign our audio files, and be able to test it there and then. The resulting data could then be easily changed and reassigned if you need to place new voice files in, without having to blindly stumble around the dialogue.
- (I'm a little out of the loop, but...) Is it possible to adjust the individual channels of a MOD/IT/XM file to, say, reduce the volume of MOD Channel 1 to 0, leaving the other three MOD channels playing normally? This would be a great help in creating dynamic music, but not that important.
- I like the idea of sound emitter objects for ambient sounds. In this update, will ambient sounds be unrestricted in how many channels they take up? (2-4 channels for ambient sounds might be as many as anyone needs, lest it turn into a cacophony.)
- I like the channel based system. It looks more precise and controllable - that way we can control exactly which channels we want to change at any one time.