This might suffer from network latency which would give a laggy and unpolished feel to the sounds. Similar to triggered keyboard input controlling aspects of gameplay.Additionally, you can trigger it all yourself. Give the unit no voice by default and then trigger the responses.
yes, I contemplated that idea, but if i replace an existing voice im limited a few number of sound files. Thanks anyway <3no idea how to actually do what you want, that's pretty deep in the game mechanics, but if this is for some kind of RPG where there wont be many available units (for something with many different unit types this would be pretty painful to implicate) you could use this workaround:
create a custom soundset (aka rewrite one of the game ones) where each type of sound also has a few alternate sounds (walk2,pissed2 etc' )that have blank sounds that you upload, or just pretty unnoticeable sounds from the game. this will lower the amount of times you hear the units talking.
that will cause dc between players? :0If going the custom sound route you can append silence onto the end of the tracks to extend their duration. Only 1 order response sound for a unit can be playing at a time so by extending its duration you can limit the rate at which they are repeated. This silence should compress very well so should not significantly raise the compressed size of the track.
This might suffer from network latency which would give a laggy and unpolished feel to the sounds. Similar to triggered keyboard input controlling aspects of gameplay.
If referring to the network latency comment then no it should not cause a desync between players. Just when you issue an order it will be anywhere from instant (single player) to 300 ms (bad connection with BattleNet) before the sound starts playing.that will cause dc between players? :0