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The job (main+0x415300) hands the time manager's step to the sound system in its phase 0 and runs the sound objects' and the system's updates in phases 1 and 2. With the set ostep that step is a fraction of a frame above 60 fps, and fed fractions the game has been reported to keep sounds held after an area unloaded until no voice was free, new sounds and then the music going silent until a restart. The new set osound (sound_steps, on by default) calls the page's +0xf10 after the job's prologue: phase 0 adds the step to what the job is owed and runs once a whole step has built up, phases 1 and 2 follow that choice, and a job that does not run gets phase 3, which returns through its own epilogue. After phase 0's load of the step the page's +0xf00 makes a fraction one whole step. At 60 fps and below the job runs every frame with the game's step. Both sites were checked against the module; frame_step_check covers the gate at 60, 30, 144 and 240 fps. Needs the game code generated again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>