https://bugs.winehq.org/show_bug.cgi?id=50779
--- Comment #28 from Rafał Mużyło galtgendo@o2.pl --- I wouldn't say 'always' and 'never'.
As the log suggests, this was tested with a simple sounds effect - essentially a short beep. Engine caches only limited number of them - as I've said in earlier comments, in other games of that engine (even one affected by this bug, just not brutally so), the growth stops at (IIRC) 32 cached sound effects, then they get reused. It's simply that in the brutal example, game runs out of vm before it reaches that point - though the usage is still high enough to risk a random freeze later of a random reason. Given the time taken, some of the freezes with first commit only might have been of this nature.