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A key component of this plan is remembering that QA usually kicks into high gear in Alpha and top gear in Beta, so planning ahead with the QA supervisor well in advance of both the training sessions and when you will need them is important. Earmark an audio specialist and ensure that the QA department is aware of their role.
How often can an audio team sit down and play through the game it is creating the audio for, to make sure that all VO, physics and UI sounds are triggering in every possible instance that they are supposed to? Supply the script and approximately four hours for every five hundred lines (or substitute sound effects) to test, and you’ve got yourself a solid VO testing plan.
For example, suppose an associate producer is tasked with helping implement audio. If you train the producer with the skills mentioned above in a day session, they should already have the ear to test the audio they need to implement, but if there is a blocking problem that is code related they (usually) have authority to enlist the help of a programmer -- whereas a member of the QA department probably does not.
There really are plenty of alternatives to hiring and firing, and potentially saving money doing it by using required skills as a temporary resource only when necessary. I hope this methodology finds its way into your workflow, so you stop pulling out your hair trying to get the audio sounding slick while trying to take care of the supporting tasks as well.