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User repro: player gunshots specifically go permanently muted mid-firefight and stay muted after the alarm ends; all other SFX fine. Not generic pool starvation — a stuck-state bug in the gunfire.c:3178 two-slot double buffer (audioHandle / field_A48). Leading mechanism: asynchronous sndDeactivate posts to the 64-slot SFX event queue; under firefight+alarm load the queue saturates, alEvtqPostEvent drops the deactivate, the state never disposes, the slot never clears — once both slots stick, no player gunshot can play. All three pool sizes are byte-match stock GE => port timing bug, not a value to bump. Next: read the user's audiotrace.log to confirm evtq saturation + uncleared slots. Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR