There is no time hesitation that I am aware of vingrjoe. IF you aare getting a Pause, it most likely caused from a Long animation, not a Built in Hesitation from the game Engine.
There are many other things that will affect how your sounds are played back with your animations though.
One thing for sure that affects sounds is the length of the Fortify Flc and whether you have 1, 2 or 3 attacks.
Keep the Fortify Flc Short and IF you have a long Fortify and several Attacks, you will need to keep the Sound for the Fortify shorter than the actual animation time for example. Same for the Attacks. You will need to shorten the length for the sounds in order for the sounds to work well for all animations with good timing.
Another thing that will affect the sounds is the Flc Speed set for the animations. You can experiment with setting the Flc Speed faster for example to help sounds play with better timing for units with longer Fortify and Attacks.
Try setting an extremely short sound byte for the Fortify or none at all and then check how your Attack sounds play. IF this improves the Attack sounds timing, you can then try setting the Fortify to a faster Flc Speed and or use a Shorter Sound for it.
Bottom Line... I am saying that you cannot use the actual Animation Time as the Direct time for sounds in many cases due to other factors and the way the Game plays the sounds. It is like the animations, the game plays the sequence of animations as if one long animation and seems to do the same for sounds. I do not know the Maximum Limitation for animations or sounds but I do know that as either becomes longer, the game play back is affected where the animation is shortened and not totally played back and the sounds will overlap other animations in a sequence.
This is one of the strong reasons to try and stay within the realm of how the Original Units and Sounds were handled for the CIV Game. We just do not know all that is necessary to know in order to be able to greatly alter our units and sounds greatly from what the Original Game uses. When we do, we are experimenting and many discoveries have been made the slow way
Be bold and try new things to get what you want because we do not have a Book that explains how the game engine works or the Hard Coded factors concerning many things we all would like to know.
Edit: The .ini Speed is for Map speed. This can help slow a unit Run where the Foot steps will appear and work better with a Run Sound for example but it will not affect the other sounds.
Also note that it appears that the game tries to balance the animation length and time with the sounds that are applied...it seems to focus more on the animation time than it does the sounds so while it may shorten an animation to try to gain what it needs to play back all animations in a sequence, it seems to play back the sounds as they are and this overlaps the other animations.