Managed to improved the processing speed considerably so I made a new version with more checks:
http://www.sto-advanced.com/VOA_2.ZIP
This counts the lines as the previous one.
But then I realized that it can process the entire screen without problem and I decided to make the setup free version with the binary coding of the folder and clip number.
http://www.sto-advanced.com/VOA_B.ZIP
With this, the user doesn't have to set anything, just the server and that is it.
The writer, on the other hand, has some more work. If you start the app you need to expand it to the right to reveal the binary converter.
Folder nr. is the name of the folder on the server. It can go from 0000 to 4095. The folder has to be present and consist of 4 characters (0007 instead of just 7).
Clip nr. is the name of the sound clip or track. It can go from 000 to 255. The name has to have 3 characters (012.mp3 instead of 12.mp3)
When you set both, you can copy the: "[OOC]....[/OOC] Track: ... "
line to the dialog. It doesn't have to be the first line, but it will be played whenever it becomes visible. If you place it to the end, the player has to scroll all the way down.
Since the app is strictly set to accept this specific type, yellow, exactly 20 characters long input, it is unlikely that anything can trigger a false VO.
I think that is it. If you don't spot bugs or come up with some extra demand then it won't get any better than that.
Altexist, if you can access the sbUGC's FTP, then I'd like to ask you to set up the Tipping Point with the binary method there. Then alter the dialog markings in the mission accordingly.
That would be a good indication how practical workflow is. Your findings could be used later on for a how-to guide, too.
Plus I could test how well the theory holds up. If everything goes as expected then all the players would need to do in the future is to download the app, (install winamp if needed) and just run it. I don't think it can get any more simple.