Hello Everyone,
Thanks for letting us know you'd like such a feature!
It's true that we don't specifically have such a feature, but try this instead.
- Make a new Sequence Container.
- Set it to Playmode > Continuous.
- Add SFX + SIlence to it (also the Sequence Container's Playlist)
- In Advanced Settings, set the playback limit to 1 and "Discard newest instance".
This way, the duration of the silence will be the cooldown duration, and you can even control this from an RTPC.
That's one way to do it, but there's usually an even better solution to this problem.
Voice cooldowns are usually the result of some game code not being properly "optimized" for audio calls. So the best way to fix this, is to go back into the code and somehow set up a mechanism that only calls the sound once. Maybe even use the Callback on AK_EndOfEvent, so once the sound is done playing, it will again be allowed to post the Event. This will minimize your sound engine calls, cause you fix it at the root of the problem.