Thanks for the suggestions!
currentText = "&10 A lemon!";
Good idea, I'll try that.
Game.PlayVoiceClip(Character*, int cue, bool as_speech ).
Do you have documentation for this? I couldn't find it in the help file.
Alternatively, if the String is constant from a possible alternatives, maybe refactoring for having if-else/switch cases with the different say functions for the sound be searchable by speech auto-numbering?
Somewhat ugly, but a good idea as last resort.
In the end, I want to achieve that the audio is played blocking and can be skipped just as normal player.Say();
For now, I'll manually create the voice acting script from the translation file, since it's not a lot of text and there is only one voice actor.
Btw, how can I hide the text when there is a voice file available? I've seen this implemented for various games.