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When reviewing the Godot Engine's documented audio issues, I did come across one talking about issues caused by an audio player being active for an hour+, but hopefully the lag occurring after a while is something I'm not cleaning up in my code.

An update is that it seems to happen more and quicker in sessions with multiple players then a single player.

(+1)

We had no more cutoffs so far on the Linux version and it also seems to function same as the Windows version with no issues to report yet. 

Hopefully I can diagnose why the Windows version has those issues, but great to hear that the Linux one has no glaring issues. Thank you for the comment.