DKR-R 1.0.5-beta.15-playtest.16-fix.1 - music event-queue correction

HISTORICAL BUILD RECORD
The original findings and limits below belong to the named earlier build.
For current instructions, use docs/README.md and CHANGELOG.md in the
source repository. These old results do not qualify later packages.


The previous audio guard mistook legitimate bursts of zero-delay music events
for a corrupt queue. After 256 events it detached pending events, losing both
the reusable event nodes and the player's recurring API heartbeat. This could
silence music for the remainder of a session, including after returning to menus.

Normal gameplay and Experimental Rollback now share the same authored policy:
- Preserve every pending event and reusable node during valid bursts.
- Bound unusually long immediate-event runs without discarding the next event.
- Recover an empty native music/jingle queue only using verified player/pool
  ownership, retaining its API heartbeat and native sequence position.
- Release voices safely when a known queue is genuinely malformed. Never guess
  pool ownership or continue a corrupt stream.
- Preserve recovery metadata across scene changes and rollback checkpoints.
- Fully validate imported compact-MIDI streams and retained prepared banks,
  while allowing native legacy held notes, note-offs and velocity-zero notes.

This desktop correction retains the latest Track Lab, mod compatibility, UI,
water and online changes. It does not change sound settings or offline saves.
All peers must update together: rollback audio policy is part of build identity.

Gameplay changes were generated through the authored Patch Pipeline. Submodules,
RecompiledFuncs and RecompiledPatches were not edited. Verification uses headless
queue/parser, checkpoint and compatibility checks; audible gameplay testing is
left to the user. This fixes the traced queue failure, not every possible device,
driver or malformed-mod audio failure.
