I am having trouble with a custom monster action function because if the monster's state changes while a sound is being played, the sound just keeps playing until it is finished. Unlike the original monsters, new monsters may need to speak actual sentences, rather than short grunts that are always guaranteed to play in 8 tics or less.
Inside the engine, IIRC you can start a sound and get a handle or channel number and stop the sound by handle or channel number if necessary.
Could this be added to the engine and ACC, please? How easy/difficult would it be?