Greetings! I faced the problem with interrupted sounds when using Probability setting and Max Instances = 1 with Stealing = Oldest in Group Macros.
Details. There is an “Event 1” - a character voice sample in idle (idle-voice), which plays with a probability of 100%. “Event 2” is a character voice sample when taking damage (damage-voice), which plays with a probability of 50%. The main goal is to make so that character never plays more than one voice sound simultaneously. To do this, I combined these two events into one mixer group, and in the Group Macros settings I set Max Instances to 1 and Stealing to Oldest, so that new voices could interrupt old ones.
With these settings, the following happens inside the game: when an idle-voice is played and at that moment character takes damage, the damage-voice (which, I remind, plays with a probability of 50%) ALWAYS interrupts the idle-voice, regardless of whether the damage-voice was played or not. That is, in those 50% when the damage-voice is not playing, the idle-voice is interrupted anyway, which is wrong.
Expected behavior: the idle-voice interrupts only when a damage-voice plays, which plays with a 50% chance. If the damage-voice was not played, the idle-voice should NOT be interrupted. Is it possible to make such behavior in FMOD?