Let's say one imports an audio dialogue, does that effect the auto mode?
As a general rule,
no it does not.
Audio dialogues tend to be very simple. They assign a voice clip to each of the in-game triggers (such as
first_throat and
wake) so that the clip will be played when the associated text line is spoken -- and the associated text line will be spoken when the associated in-game event occurs. Audio dialogues rarely include any Loader scripting. They don't seek to change how the game works; they simply enrich the audiovisual experience at a few key moments.
Advanced dialogues (those written by WeeWillie, DrZombi, et al) do not limit themselves to the vanilla triggers. They invent many new triggers corresponding to new gameplay concepts (such as purchasing a slave, using a whip, inducing fear, etc) or events (such as mindbreak). These advanced dialogues can alter the Auto Mode behavior (via mods such as Custom Automation) and they can swap between sexual positions whenever it's narratively appropriate. You might be enjoying manual control of a scene, and then the author changes to cowgirl position and activates Auto Mode -- because (in narrative terms) the girl decided to take control of the encounter. That's not a bug; it's a feature :)
Would an in game edited dialogue with actions added that is loaded before/after an SWF audio dialogue effect the SWF or vice versa?
A newly-loaded dialogue will almost always completely wipe any pre-existing dialogue entries. This is done for consistency reasons. Imagine that you were playing a "virgin" scenario and then you load a "slut" dialogue. If the two files were simply merged then half of the girl's responses would be timid and the other half would be aggressive; the experience would be very confusing. To avoid such problems, dialogue authors usually start with a blank slate.
Therefore you shouldn't expect to import custom voiced audio lines into a Slave Bazaar session, and you shouldn't expect to be able to apply Slave Bazaar game mechanics onto the
Kidnapped_Daughter.swf audio dialogue scenario. It is
possible to do such things, but it requires you to learn how the mods work and then mix/merge the files by hand. It's a complex modding task.
In general, you should regard each dialogue mod as a monolithic item. Other mods can
crash a dialogue (by introducing compatibility bugs) or break the narrative (e.g. by changing pleasure rules so that the guy reaches orgasm too quickly). Other mods can apply visual changes to the scene (clothing, backgrounds, hairstyles, etc). But you'll almost never be able to extend the
content of a dialogue by loading another SWF file on top of it. It's more of a railroad than a sandbox; you need to acknowledge the author's control and let him tell his story. Some authors will even warn you not to tinker with costumes, because a scene might be based on gradual undressing -- if you manually remove the girl's clothes (instead of seducing her) then the logic might get tangled.
If you have suggestions or proposals then you're welcome to bring them to the dialogue author. You might subsequently obtain a
new monolithic file which contains the content that you wanted. For example: if you can find an enthusiastic volunteer (or commission an adult actress) then you might even be able to add voice acting for your favorite dialogue.
And of course if you encounter bugs in a dialogue then go ahead and report them to the author.
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If you simply want to hear more sound effects during gameplay then you should review the Settings file for animtools. You'll note that there are a few sections related to HuniePop. These are various sexy noises which can be played when the game detects a matching event (such as anal penetration, body contact, female orgasm, etc). These audio effects
bypass the Dialogue system, so they should work even if the dialogue author expected his story to be completely silent. You can potentially hear moans even when the girl is in the middle of a long text soliloquoy ... or even if she's been gagged. So there's some risk that the noises will break your immersion :)
Of course, some of the fancy Dialogues
already have these sound effects enabled.
Also, can you edit the auto mode without the dialogue effecting everything?
It depends on what you mean by that. You can certainly manually switch Auto Mode on or off during a dialogue, but doing so could interrupt the narrative. The girl might begin repeating lines if you delay too long.
You can change the Auto Mode type (e.g. self -> hard) but doing so might cause the scene to play out incorrectly (because the girl no longer receives "breaks" during which to speak her critical lines).
You can adjust the Auto Mode rules (such as targeted penetration depth, oscillation speed, etc) but that might cause conflicts with the custom positions employed by the dialogue. Some positions are intended for conversation or foreplay; if you try to go balls-deep then you might find that the girl repeatedly headbutts the guy's pelvis because the position doesn't
allow her mouth to reach his penis.