I did end up whipping up a quick parse of the game table into my own table on load (so I can do fancy things with the table, or so others can).
Any addon using LibWykkydFactory3 (latest version, being published today) would fire the :PlaySound command below. So, LootManager is just an example.
Code:
/script WYK_LootManager:PlaySound( 463 )
/script WYK_LootManager:PlaySound( "WOODWORKER_EXTRACT_START_ANIM" )
/script WYK_LootManager:PlaySound( SOUNDS.WOODWORKER_EXTRACT_START_ANIM )
-- ANY of those would play SOUNDS.WOODWORKER_EXTRACT_START_ANIM and would hike the sound to 100%, then return it to original
/script WYK_LootManager:PlaySound( 463,45,3 )
-- would hike the sound only to 45 and repeat the sound 3 times
/script WYK_LootManager:PlaySound( {[1]={ix=463,adj=2.5}},nil,2 )
-- this would play the 1 sound (out of the table), kick volume to 100 (default, since the parm is nil) and repeat twice
-- the "adj" value is the time that sound should run before the next command is issued
/script WYK_LootManager:PlaySound( {
[1]={ix=463,adj=2.5}, -- WOODWORKER_EXTRACT_START_ANIM
[2]={ix=466,adj=3.5}, -- WOODWORKER_IMPROVE_TOOLTIP_GLOW_SUCCESS
[3]={ix=463,adj=2.5}, -- WOODWORKER_EXTRACT_START_ANIM
},
nil,
2
)
-- this would hike volume, play the three sounds with their own delays twice (the chain repeats), then return the volume to starting position