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User report (v0.3.0 full campaign): audio progressively degrades from Silo; by Caverns/Cradle the OST is inaudible and SFX come and go; restarting the game restores it. Logged as D322 with static triage: level teardown audit clean, mixer stateless per frame, D202's covered leak class is one shape only (ownerless count==-1 loops) validated single-level only, and D305 already records a pool/list accounting desync. Ranked hypotheses: voice-pool exhaustion/counter drift > queue starvation > evtq saturation. Probe: GE_D322=1 prints sfx=n/8 (SFX soft cap), evtq=n/64, pv free/lame/alloc (24 physical synth voices) + pipeline depth/drops every 5 s of wall clock, read with GE_D204. sndD322PoolSummary() walks the ALSynth lists under the D285 lock; NB drvr is a pointer field (first build faulted on &drvr). Smoke-tested 40 s headless -level_09: pools coherent, no crash. Also adds the missing D321 row to the findings index (entry existed at file tail with no table row, so it was absent from the CSV too).