Fuck yeah! I finally fucking got it.
The only other function that looked like it could do what I needed it to do was PlaySoundByStrRef, but the problem was that I needed the specific string reference for each individual sound. I couldn't seem to get PlaySound to work in any way no matter what I tried, and wanted the NPC's to walk at the same time, so I went through the work of finding the string references. (man it took some digging, the easy method of finding it kept returning errors, so I had to manually find it.) Once I used that. Eureka. =D
void main()
{
object oNPC = OBJECT_SELF;
float fWait = 30.0f;
float fWaitLonger = 60.0f;
string sSpeakOne = "It not that dirty here, no no no, but boss says clean, so we clean, clean, clean.";
string sSpeakTwo = "It's breaktime now yes, yes, maybe? Nooo, baack to work.";
int nTalkVolume = TALKVOLUME_TALK;
int nStrRef = 84033;
int nStrRef2 = 84037;
int nRunAsAction = FALSE;
DelayCommand(fWait, SpeakString(sSpeakOne, nTalkVolume));
DelayCommand(fWait, PlaySoundByStrRef(nStrRef, nRunAsAction));
DelayCommand(fWaitLonger, SpeakString(sSpeakTwo, nTalkVolume));
DelayCommand(fWaitLonger, PlaySoundByStrRef(nStrRef2, nRunAsAction));
}
Now, I gotta lose the DelayCommand function, because now the constant babbling from the servants is annoying. lol.
I'll try some things. Thanks for all of your assistance, 420, it's appreciated.