So I assume it the answer is that the game needs to handle variations/intensities itself.
To do that, it would require a list of available sounds from the Audio Table, to know how many variations it can randomize against.
That leads to the question: What is the best way to know if a certain sound exists in an audio table?
i.e. that way, the game can test if “yes_sir2”, “yes_sir3” exist, etc. so it can randomize properly.
This is the same question as in this question (which had no answer at the time).
As the very worst case, you could try to play/load the sounds and see if you get an error back, but that sounds potentially very inefficient.
Thank you!