hey guys
so I have been folliwing Mudbill's youtube videos which I gotta say are pretty awesome!
But recently i've got myself into a pickle with adding narrated messages to my game. The problem is that I recorded a sound file with windows sound recorder and converted it to .ogg through the website he sent. the only problem is that when I click on the note to read it it just goes straight into my inventory without letting me read it, but I do know about the UseNarration tool on the level editor and i just dont know what to do. I saved the file as voice1.ogg and created a new folder called voices just like mudbill did, anyway if anyone could help me with this it would be much appreciated 
 
here is my .lang file
<LANGUAGE>
	
	<CATEGORY Name="CustomStoryMain">
		<Entry Name="Description">
			hello how are you?
		</Entry>
	
	</CATEGORY>
	
	<CATEGORY Name="Messages">
	<Entry Name="msgname">The door is locked</Entry>
	</CATEGORY>
	
	<CATEGORY Name="Inventory">
	<Entry Name="ItemName_KeyDesc">A Key</Entry>
	<Entry Name="ItemDesc_KeyDesc">It's for unlocking a door.</Entry>
	
	</CATEGORY>
	
	<CATEGORY Name="Journal">
	
	<Entry Name="Note_voice_Name">Strange Letter</Entry>
	<Entry Name="Note_voice_Text">[voice voice1.ogg] [br]Hello. [br][br][br] How are you on this fine day?</Entry>
	
	</CATEGORY>
</LANGUAGE>
and here is my .hps file incase you need it
void OnStart() 
{
SetLocalVarInt("DoorLocked", 1);
AddUseItemCallback("","key_1","Locked_Door", "UseKeyOnDoor", true);
SetEntityPlayerInteractCallback("Locked_Door", "DoorLockedPlayer", false);
}
 void UseKeyOnDoor(string &in asItem, string &in asEntity)
{
	 SetSwingDoorLocked(asEntity, false, true);
	 PlaySoundAtEntity("", "unlock_door.snt", asEntity, 0, false);
	 RemoveItem(asItem);
	 SetLocalVarInt("DoorLocked", 0);
}
void DoorLockedPlayer(string &in asEntity)
{
	if(GetLocalVarInt("DoorLocked") == 1)
	{
	SetMessage("Messages", "msgname", 2);
	}	
}
void OnEnter() 
{ 
}
void OnLeave()	
{ 
}