speech.2da

This table appears to be related to NPC sound slots.

In PSTEE we have:
2DA V1.0
0
                        OFFSET  NUM
*                       *       *
INITIAL_MEETING         0       1
MORALE                  1       1
HAPPY                   2       1
UNHAPPY_ANNOYED         3       1
UNHAPPY_SERIOUS         4       1
UNHAPPY_BREAKING_POINT  5       1
LEADER                  6       1
TIRED                   7       1
BORED                   8       1
BATTLE_CRY              9       5
ATTACK                  14      4
DAMAGE                  18      1
DYING                   19      1
HURT                    20      1
AREA_FOREST             21      1
AREA_CITY               22      1
AREA_DUNGEON            23      1
AREA_DAY                24      1
AREA_NIGHT              25      1
SELECT                  *       *
SELECT_COMMON           26      6
SELECT_ACTION           32      3
SELECT_RARE             35      4
INTERACTION             39      5
INSULT                  44      3
COMPLIMENT              47      3
SPECIAL                 50      3
REACT_TO_DIE_GENERAL    53      1
REACT_TO_DIE_SPECIFIC   54      1
MISCELLANEOUS           55      19
RESPONSE_TO_COMPLIMENT  55      3
RESPONSE_TO_INSULT      58      3
HOSTILE_DIALOG          61      1
DEFAULT_DIALOG          62      1
EXISTANCE               69      5
ACTION_2                35      2
CRITICAL_HIT            65      1
CRITICAL_MISS           66      1
IMMUNE_TO_WEAPON        67      1
INVENTORY_FULL          68      1
PICKED_POCKET           69      1
HIDDEN                  70      1
SPELL_DISRUPTED         71      1
SET_TRAP                72      1
AREA_CUBE               73      1
AREA_LOWER_WARD         74      1