You're attempting to do a pretty advanced thing that requires a good understanding of how the games are put together, and some programming knowledge... to my knowledge, no one has done this before, really.
Roughly speaking, here's what you need to do first:
- start with a fresh copy of your game files (if you've been mucking around with trying to add message audio in the wrong way, SCI Companion may have created a "bad" audio map file for the speech, or something like that). At any rate, start with a fresh copy of the original game
- rename resource.aud to resource.sfx. Speech and digital audio go in separate resource package files, and you'll end up deleting all digital audio in the game if you don't do this (since speech always goes in .aud, and digital audio sfx goes in .aud... or in games with speech it goes in .sfx).
- open the game in SCI Companion. Make the changes necessary as outlined in the thread that kawa linked (check "supports message audio", Set the Audio36 format to "sync map late", and set the Audio volume name to "aud/sfx", reload the game, and add an audio recording to a message resource, etc..).
- make sure the game still runs. Also, you should have both a resource.aud and a resource.sfx in your game folder now
At this point, you should have a game where you can add message audio, and the game should run. Might want to make a backup at this point.
Because now you have to start mucking with scripts. The first thing is to decompile all scripts:
http://scicompanion.com/Documentation/decompiler.htmlAt the very least, you're going to need to make changes to the Main.sc script. After decompiling things, you should be able to open the Main.sc (and not get the warning message asking if you want to disassemble it).
One other thing is that you'll want to open Tools->PReferences and uncheck " save scripts before run" and " Compile modified scripts before run", or else Companion will recompile scripts that depend on Main after you change Main. Not a huge deal, but to minimize risk (e.g. to change as few script resources as possible to avoid any decompiler bugs) it's a good idea.
Next, in the Main.sc script, you'll want to change the two places that global90 is set to 1, to instead have it set to 2. This switches from text mode to speech mode. Compile, and run the game.
And now... you'll hear nothing when the speech is supposed to play. Haha... I just tried this, and that's what happened anyway. It paused for roughly the right amount of time while the speech played, but I heard nothing.