Another massive +1.
With all due and honest respect to Audiokinetic team, and while I do understand that implementing that in Wwise might not be easy at all, I would have to add that --
> So the best way to fix this, is to go back into the code and somehow set up a mechanism
-- this is game development world. We, sound people, are never getting the best way, we are getting the "good enough" way. It's easy to fix things from the game code when you're in control of it, yes. But on big productions, you never are in control of the code, and the programmers who are, _always_ (not an exaggeration) have higher priority tasks than implementing non-critical sound features (this one would be, and often is, considered non-critical). In 26 years of my career I've worked for a lot of game companies from different countries, and it almost never was the other way.
That means that, since most of us are effectively not getting the best way possible (and, in general, never will), the _real_ best possible solution is to have certain features baked into the sound engine itself -- like voice cooldown. After all, Wwise already has very useful voice limiting features (that, in turn, also could be handled by the game code, but they were implemented). This seems like a logical addition to that system.
Again, I am not saying that this feature would be easy to implement, and I'm absolutely not saying that Audiokinetic team might not have much more important and critical things to add. I just want to clarify why is this feature so wanted by Wwise users, and also to spill some light on possibly underlooked moments.