But the voice lines in the BSA are .ogg which you cant make a sound object out of. So I would have to pack it up as an mp3 with my mod. So I guess I can live without it just fine.
kayz. Here is what I would do.
I don't know if it's necessary to convert your sound from .ogg into .wav but what I happen to have right here is indeed a .wav. So, lets say that you do.
You make a folder within your C:\Program Files\Bethesda Softworks\Fallout 3\Data\sound\fx\ directory with the name of your mod. So like, C:\Program Files\Bethesda Softworks\Fallout 3\Data\sound\fx\MyMod.
You grab the .ogg that you want out of Bethesda's .bsa. You convert it to a .wav (audacity program can do that for you) and you put it in there. Lets say its named MySound.wav . So, it is C:\Program Files\Bethesda Softworks\Fallout 3\Data\sound\fx\MyMod\MySound.wav .
You then open the GECK, find a sound effect, and rename it to the name you want your sound to be, and select YES to make a new object.
Then you save your .esp and close the GECK, and open the .esp up in FO3edit. You find your sound and edit the old path out and put this in instead:
fx\MyMod\MySound.wav
So then when you save it in FO3edit, you should be able to run the game and call that sound from scripts and it'll play, but be aware you may need to amplify/normalize that .wav file. You'd try it in game and see if it's loud enough.
When its time to send the mod out, you have the option of distributing it within your own .bsa, if you wanted.