This sfx is working as intended. The animation for the charged blast attack has the hands moving backward and flash then move forward and flash. The sfx is timed to match the flash vfx, which sound identical because they look identical.
Oh interesting. I've noticed that the sound effect is significantly quieter for Nature and Quantum (as far as I know; there could be another power I've overlooked). Any chance you could consider decreasing the volume on the other powersets' Charged Blasts to match Nature/Quantum's?
Speaking as someone who primarily plays sorcery, I like the sound effects for Quantum's hand blasters much more.
Well, in anticipation of the latest GU, I made a Sorcery character with Handblasters the night prior to patch. I can confirm that previously, no soundFX played during the initial (backwards) motion, presumably because the move was charging. If the decision was made to add the soundFX to that particular part of the animation, in effect doubling the number of noises this weapon creates during an attack that occurs so frequently, then I humbly request an option be included for disabling the Handblaster soundFX completely. Until then, Handblasters are shelved for me.
Personally, I find twanging bows a more annoying sound than hand-blasters, which sound kinda cool to me, but we all have our own reactions. Mostly I wish people wouldn't decide to practice weapon moves a few feet from the mailboxes or r&d stations or other places where players congregate. Worse is when they decide it's fun to practice while leaping back and forth over people's heads. I often wind up turning the sound off until I move away. It's one thing to hear the weapon sound effect once or twice. It's another to have it constantly going, right next to you, in the Watchtower.
Resurrectiiiooon Messing around on Test today and I noticed my handblasters were super-noticeably quieter than they are on Live. Thank you, Devs!