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If you're interested, there's also some background on the game idea in this writeup of Marleigh's talk at GDC: http://www.gamespot.com/news/6280781.html

In TextEditor3, the text lines are marked with asterisks to indicate how far into the NPC's line the PC's response changes. Draggable breakpoints serve the same purpose in the audio files. TextEditor3 also contains a second tab, which stores the background music, the "end game" message, and the audio prompt played if the user does not press the button by the end of the NPC's line. It will probably become clearer how all this works if you play the sample game a few times in ClickToSpeak and then examine the XML file using TextEditor3.

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