One completely unnecessary, but very cool and professional feature I would like to add to the game I'm working on (time permitting, of course) is to add voice overs for all the in game dialog in my game.
I'm working on an RPG with about 70 printed pages of dialog (it takes a good hour to read the entire script out loud). A conservative estimate on the number of cues I'm going to end up with is about 210 (70 pages x 30 lines per page). My question is to how to manage that much sound.
There is about 20 scenes in the game. I was thinking this would make a natural heuristic on how to split up my cues. I was thinking of creating one wave bank and sound bank per scene. This should make it much easier to manage in XACT than having one wave bank with one sound bank for the entire game.
When a scene is loaded, I plan on having my audio manager load the wave and sound bank for that scene's dialog. Then when the scene is over, both the wave and sound banks will be disposed (by manually calling the Dispose() method.)
My question is what I outlined above a good method of handling this? Is there anything else I should consider? Any potentials for a performance bottleneck (e.g. a large scene might have up to 50 cues that need to be played consecutively, would having all these cues in one set of banks be a problem)?