Voice Steal Release Time issue when using multiple concurrencies with a single MSS

I’m finding that if I a MSS is using multiple concurrencies, the voice steal release time (VSRT) seems to use the lowest number out of all the concs being used which seems like really strange behaviour. I would have expected the VSRT of the ‘triggered concurrency’ to be used?

I’ll give an example of what I’m testing.

RTS style game and I’m testing unit VO responses (when you select them, move them ,etc - call them ‘VO barks’).

A particular MSS will have 3 concurrencies:

  • Global Concurrency
  • All Unit Barks
  • Specific Unit Type Bark

I have “all unit barks” set to 1 max voice, so if you select one unit type, then another, it will cancel the first one and then play the second one. For this particular situation, the “all unit barks” concurrency is the one actually cancelling the first sound. So I would assume that the VSRT of that specific concurrency is what would be used. But in fact no matter what, the lowest VRST of all 3 concurrencies will be used. So does that mean if I want different VSRTs throughout the project, the global concurrency just needs to have the highest possible number that any of the other concurrencies could have? Seems illogical for it to function in that way. Maybe I’m missing something

Any help much appreciated!