The bug is still there. You can test it via Throw attack.
BE_Action("Throw", attributes=["ranged", "physical"], desc="Throwing a projectile.", effect=5, range=3, vitality_cost=1, menu_pos=0,
main_effect={"gfx": ProportionalScale("content/gfx/be/throw.png", 150, 150), "sfx": list("content/sfx/sound/be/throwing_attack_%d.mp3"%i for i in xrange(1, 2))},
target_sprite_damage_effect={"gfx": "shake", "initial_pause": .05, "duration": .5})
There are two very different mp3, throwing_attack_1 and throwing_attack_2, but it always uses the first one. Maybe I should set sfx somehow differently, I don't know.